JDKnite188 Posted February 18, 2003 Share Posted February 18, 2003 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. Link to comment Share on other sites More sharing options...
wedge2211 Posted February 18, 2003 Share Posted February 18, 2003 As RichDiesal describes in his tutoril, you make ONE areaportal brush that fills the ENTIRE doorway, but is THINNER than the door itself. That should work. Link to comment Share on other sites More sharing options...
Leslie Judge Posted February 18, 2003 Share Posted February 18, 2003 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. Link to comment Share on other sites More sharing options...
wedge2211 Posted February 19, 2003 Share Posted February 19, 2003 Hey hey, I didn't know about that q3map2 thing...and I just put areaportals in all my OTS doors, good thing I haven't tried compiling yet... Link to comment Share on other sites More sharing options...
wedge2211 Posted February 19, 2003 Share Posted February 19, 2003 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. Link to comment Share on other sites More sharing options...
Leslie Judge Posted February 19, 2003 Share Posted February 19, 2003 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. Link to comment Share on other sites More sharing options...
Tigris Posted February 19, 2003 Share Posted February 19, 2003 Are you positive that you have added the new shader-file to the shaderlist.txt? This sounds like it doesn't know what to do with them (and because of that handle them as normal textures). Just IMHO Link to comment Share on other sites More sharing options...
JDKnite188 Posted February 21, 2003 Author Share Posted February 21, 2003 I made the area portal brush with one surface as area portal and all others as skip. I got the white grid thing too. I think I will try with just area portal. Link to comment Share on other sites More sharing options...
master_thomas Posted April 13, 2003 Share Posted April 13, 2003 Yeah, I got a HOM effect on one side and the grid on the other too. Link to comment Share on other sites More sharing options...
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