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Cod/UO Portale (Mapping) 296.69 Kb
Version: Portale/Englisch/Germann
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Which the Tuning the autonut runners is or high clocks of the CPU the PC Freaks, map by using portals. With the help of this technology it is possible, on "Hot so mentioned Spots" (places with high Polygonzahl) still something at performance herauszukitzeln, so that one can sometimes still accommodate or other effect and the play does not seem like a Dia-show after aunt to Elfriedes and uncle of walter Steiermark vacation * yawns *. Portal theory Now, in addition one must understand, as computed in plays such as CoD, CS, D3, unreal, Quake, etc. the diagram, one develops and one indicates. At each time entscheided the play over it, which polygone are prepared and indicated to the player. Without portals all polygone in the "field of vision" of the player are computed, independently of whether they are visible or covered (e.g. by doors, walls, Models, fog, etc.). By portals we remove from the engine these decisions partially, by defining in "unreliable" places (Patch Meshes, detail Brushes, Models, fog), what behind an object invisibly (and thus yet not to be computed must) and which would be visible. Straight one in external levels is extremely important it to use portals. With indoor levels in most cases Structural Brushes take over this task to some extent satisfyingly, if one arranges its levels somewhat bent. Exemplary conversion 1st Caulk texture 2. a rectangular Brush under the terrain select provide (Patch and terrain Meshes are for portals inadmissibly, likewise all detail Brushes or Models) 3. provide walls (approx. 8 WEs thickly) from (2.) to over the heads of the players with the texture common/portalnodraw as well as one common/portalnodraw "Deckel" for this box important is here, as with all Brushes, which meet one on the other in the angle that you bring the edges with the EDGE Tool "on mitre". The Brushes may not lie under any circumstances one above the other! If you do not know exactly, how goes with the "mitre", use please the search function in the forum. In addition there are here already with www.level designer.de some forum Threads. 4. Select the exteriors of this "box" with SHIFT+STRG+linker mouse-click and give to these exteriors (and please only these) the texture COMM on/portal. Background is that portals possess a kind "2-Dimensionalitaet". Brush sides with the texture common/portalnodraw are ignored. Only the Brush sides with COMM on/portal are regarded of the engine as portal sides. Only the "blue sides" and the Structural Brushes are evaluated by the play. With this background information you should be now also able to decide which sides of the "box" from (3.) COMM on/portal and which sides commmon/portalnodraw to become to have. 5. Next you add only the Brushes (again first times everything with common/portalnodraw), which entail a "locking" of the next portal section. In my example that would be 2 Brushes (a Brush above, one at the side). 6. The exteriors of these 2 Brushes are occupied again with COMM on/portal (see also 4.) 7. Continue in the clockwise direction in such a way, until all grounds are divided completely into portals. If you proceed in such a way, you can bring yourself "on mitre" with the letzen Brush (which only a "cover" to be should) to give. But which I make, if I have high-rising up objects or buildings in my map? In this case we must work for the grounds portals around the buildings and "spendieren" the buildings themselves their own portal cell. 8. As long as you use rectangular openings in the building, the whole is a children's game. You provides common/portalnodraw Brush, that to one the opening covers and occupies the exterior of this Brushes with COMM on/portal exactly. It makes sure that your building is completely with Structural Brushes closed. "you seal leakages" in the building off with Caulk Brushes (also and particularly under houses). 9. The whole becomes interesting, if you provided your building with oriels and windshield frame sections and Schnoerkeln. In this case you make the ornaments detail Brushes, so that, if one fades out the detail Brushes, again a rectangular opening from Structural Brushes forms. In my example the elbow over the passage is a "Thickened Patch" (not portal-able) and the oriels on the left and on the right of the entrance are "Detailed Brushes" (likewise not portal-able). I marked "thickened the Patch" and the two "in the screen SHOT detailed Brushes" on the left and on the right from the entrance times, so that you recognize, how far they extend. 10. Lock the building inside still by a "portal cover". 11. Now we must furnish portals around the building. The corners of the building define the internal corners of the portal sections. Pay attention to occupy only in each case again a side of the portal Brushes with comon/portal and all remaining with common/portalnodraw. 12. The "covers" as well as the exteriors (point 4. explained, which the exteriors should be) are occupied again with COMM on/portal. 13. If you made everything correct, you will see now also your first T connectors (t-junctions). These are a besodere constellation, which arises in the use of portals. On the long side one with COMM on/portal occupied Brushes pushes in the right angle further COMM on/portals a Brush, which divides the first Brush theoretically into 2 parts. So that we do not receive error messages when compiling, we must cut the long wall with the Clipping Tool in the place into 2 parts, where the transversestanding wall hits. The cut must happen on the side, where the transversestanding wall has doe COMM on/portal texture drauuf. Such work is to be provided with absolute precision and caution and must in every detail be examined, since compiling fails otherwise. 14. The most complicated "t-junction" is exactly in the memo the map. The senkrechten of walls must be arranged as in the screen SHOT, since it can happen otherwise that or other cell is final not completely from all sides with COMM on/portal. How test I now whether my portals function? After you your map provided with portals and without errors compiled everything, you can test the portals your map. Start in addition Codmp.exe with "+set more developer 1". Open your map over the console with "/devmap map name". In the play you open again the console and give "/r_showtris for 1" and then "/r_showportals 1". Now you surely occur yourself, like Neo in the matrix. So similarly is it also. You see everything simple:). Go now slowly with view of the building around the house. You will determine some changes in the announcement when crossing the portals.
by ]|DFG|[Kay (email) (website)
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  Sun. Mar. 5, 2006

simply put - this is a basic how to do portals text tut in gerrman

   StrYdeR

  Sun. Mar. 5, 2006

nice germish (German/English

   Drapan

  Sun. Mar. 5, 2006
could someone please translate
   deus

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