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Area Portals with doors


JDKnite188

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I am using GTKRadiant 1.2.11. I made a door that works when I go near it. The problem is that I put an area portal on each side of the door way, because i thought i needed to and in turn I blocked off the doorway. How exactly do I set up the area portal(s) around the door?

 

Note: I already checked at Rich Diesal's site. If you are going to give me a tutorial link, make sure it is something different.

 

:confused:

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A little add-on: it has to be inside the door, and if you use q3map2 to compile you have to cover only one face with system/areaportal. The one where you want your split to be. The others should be common/skip.

 

Common/skip is not a JK2 default shader but comes with q3map2. If you donwload the latest version of it, then you will get a common_extra.shader file with it. Put that into your base/shaders directory and add its name (without the .shader extension) to shaderlist.txt in the same directory.

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Originally posted by Leslie Judge

A little add-on: it has to be inside the door, and if you use q3map2 to compile you have to cover only one face with system/areaportal. The one where you want your split to be. The others should be common/skip.

 

Common/skip is not a JK2 default shader but comes with q3map2. If you donwload the latest version of it, then you will get a common_extra.shader file with it. Put that into your base/shaders directory and add its name (without the .shader extension) to shaderlist.txt in the same directory.

 

Are you sure? I just tried compiling with q3map2 (through Gtk 1.2.11) using common/skip on all faces but one, which had system/areaportal. It didn't work, the skip faces showed up as white grids and the portals caused wierd visibility issues. I replaced the skip faces with areaportal, so that the whole brushes were covered with portal again, and it worked just as advertised. :confused:

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Hmm... I have to be sure, it was in q3map2 readme. :) And Evader used them like said and he had no problem with them. Even I use them with skip and no problem. Did you use that common_extra.shader well?

 

Anyway, it has to work when you cover all faces but then it will create 6 splits in VIS instead of 1.

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