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Doors that block vis without an Area Portal?
Posted: Sat Jul 26, 2008 10:28 pm
by Quack
I understand how Area Portals and doors work. I got a room to hide the outside when the doors close and vis versa. From what I understand, if the room is not sealed then the doors won't block vis when closed. The area has to be completely sealed off for the area portal to turn on/off. Originally, I designed the map so that the doors would block visibility. My problem is that I have multiple rooms that are open to the same connecting area so all of the doors/areas won't work with area portals. Other than aesthetics, they might as well not be there. I was wondering if there is some kind of trick or new feature in q3map2 or maybe some way of manually editing the area portals. I thought I found a solution, it seems that nodraw non-solid successfully "seals" an area, the problem is that when the portal closes, you get HOM effect. Without area portals and proper placement of hint brushes, I believe that it would be possible to reduce tris enough to make it playable with like 15 or 20 people fighting. Although, any alternative would be greatly appreciated, not to mention the Triangle God would be eternally grateful for saving thousands of his children.
Re: Doors that block vis without an Area Portal?
Posted: Sun Jul 27, 2008 9:43 am
by g0th-
I'm not really good on q3 tech but from what I remembered you just have to but a hint brush inside of the doors that fills up the structural hole. The engine will sort out the rest.
Re: Doors that block vis without an Area Portal?
Posted: Sun Jul 27, 2008 3:36 pm
by obsidian
Show us a screenshot or draw a diagram. It's hard to recommend how to fix vis issues without an overhead of the map layout.
You can use more than one area portal for a section so long as the entire area is sealed off from the rest of the map. For example, we have a room with a door on one side to the rest of the map, a corridor on the other side of the room, and a door on the other side of the corridor to the rest of the map. As long as both doors contain area portals, they will work. Think of it as a fishbowl that needs to be sealed at both entrances to prevent the water from leaking into the rest of the map.
Your only other alternative are hints, but they will only work in certain cases. Check out my advanced hint tutorial in the stickies.
There really isn't much else. Antiportal supposedly works, but I've never got around the HoM issue. "Foghull" distance culling is another possible solution, but you would have to have a heavy fog filled map.
Re: Doors that block vis without an Area Portal?
Posted: Sun Jul 27, 2008 9:42 pm
by Quack
Re: Doors that block vis without an Area Portal?
Posted: Sun Jul 27, 2008 10:36 pm
by obsidian
Assuming you are going to be building more stuff on the second floor above those curved stairs, and that the second floor will have proper structural brushes and hint preventing the insides from being drawn, 2 diagonal hint brushes can be placed where those stairs are (like this: / \ ).
You can also increase the length of those hallways with the doors to create a couple of L-shaped hallways with hint brushes inside instead of the areaportal at all.
But that's a pretty small map so far, so even with all polys drawn it shouldn't be too bad.
Re: Doors that block vis without an Area Portal?
Posted: Mon Jul 28, 2008 1:00 am
by Quack
The previous images showed one quarter of the main area, each quarter is copied to create a symmetric arena style courtyard and all paths converge on the center area. The problem with the line of sight with full symmetry is worse because you can see all the way across when you are on the upper walkway. My concern is not so much viewing the opposite side, but hiding the main lower staircases that are right/left from the end of the big staircase. I threw together a quick massing of rectangles so you can conceptually understand the bigger picture here. There will be a fair amount of detail on the rectangular structural hull. So when the player is at the far end, looking up at the facade of each quadrant and all of the detail on the stairs below I expect the tris will be about at most 10k-12k, and flux between about 5k-10k when moving around the walkways. Again, the main concern is not so much the amount of triangles in the geometry, but the fact that people will be fighting in the each of the four areas. So with all of the character models, projectiles, decals, it will add an extra 5k+ which is getting close to 20k. I tested with 9 bots in that courtyard, and it was approaching about 17k. If the doors would block vis and not allow the smaller staircases to be viewed from the far ends of the big staircase, then there would be a drastic reduction of tris. This is why I want to get the doors to block vis.
