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Forum: All Forums : Call of Duty 4
Category: CoD 4 Level Design
CoD 4 mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Rasta, StrYdeR, The_Caretaker, batistablr, playername, Welshy
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Author Topic: a portal problem from hell
GRIM-G-RC
General Member
Since: Jul 17, 2008
Posts: 46
Last: Nov 5, 2008
[view latest posts]
Level 2
Category: CoD 4 Level Design
Posted: Thursday, Aug. 21, 2008 03:04 pm
ok guys let me start off by saying this
ive built and completed 4 maps now so im not a total noob at map making
but this map ive been working has got me out of my mind confused
i need to portal this map because i have alot of reflection probes and i just cant seem to get it
i get not on a bp split error
i get same cell sees two sides errors
i have spent at least 10 hours on trying to portal this map different ways
ive even taken portals out of other maps ive built that are similar and put them in this one .. lined them up with the sky box and i still get errors lol
but the same exact portal design worked in previous maps
if you can help me out with this one ill be forever in your debt


ok i just typed this out and i cant figure out how to upload my map
grrrrrr[sniper]

you can find my map here http://grimhq.com/downloads/mp_KingBunker.zip
edited on Aug. 21, 2008 03:12 pm by GRIM-G-RC



edited on Aug. 21, 2008 03:22 pm by GRIM-G-RC
Rasta
Preferred Member
Since: Apr 10, 2004
Posts: 4285
Last: Nov 19, 2008
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Level 9
Forum Moderator
Category: CoD 4 Level Design
Posted: Thursday, Aug. 21, 2008 03:23 pm
Same cell on both sides error mean you have a leak in one of your portals, a cell is not sealed properly.

The bsp split probably suggests you have a portal brush used to seal more than one cell so for example say you have two sealed cells next to each other, but the top brush is a single brush (no cuts)

You need to check each one against your pointfile to try and find the leaks, remember to build portals as you would anything else, mitre corners, dont overlap brushes and only one side must have a portal texture but this must touch the other portal texture, so this means either texture all outside faces or all inside faces with the portal texture not one and one. Filter transluscents to see the portals more clearly.
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LuckySoul
General Member
Since: Feb 2, 2008
Posts: 48
Last: Aug 31, 2008
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Level 2
Category: CoD 4 Level Design
Posted: Thursday, Aug. 21, 2008 04:21 pm
From what I can tell you have portals going through multiple structural surfaces. Both walkways and the glass surrounding them. Not sure of what else. Change the brushes to detail or redraw the portals so one is on each side.
peri
General Member
Since: Jan 23, 2005
Posts: 456
Last: Sep 5, 2008
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Level 5
Category: CoD 4 Level Design
Posted: Friday, Aug. 22, 2008 06:50 am
Ok, i looked at it and a few things spring to mind.

Firstly, and i really don't mean any disrespect here, but you seem to lack a basic understanding of how portals work.



Portals need to make closed cells that cant see each other to be effective. All your portals share transparent walls, so if a player stands anywhere in the main area he can see into every portal.
Also, why you'd make a portal run down the middle of a space, when there were structural walls just a few units away is....hmm.....nonsensical.



This is the way i'd do it. Each set of brushes makes a closed cell - you now have 5.
I raised the walls slightly to make life a lot easier.

This vid might be worth a watch
Portals 3: Showing what the portals CULL from a map.
http://www.modsonline.com/Downloads-dl-616.html



Secondly - A map of this size really doesn't need portalling. When you add portals to a map, its always a trade off between the fps you lose whilst the engine does all these very expensive portal calculations, and the fps you gain from having large areas of the map not drawn.
Your map probably doesn't have enough surfaces in it to actually warrant being portalled.


Thirdly - Everything in your map was structure. Only the brushes that form part of a portal cell need to be structure, make everything else detail.


Fourth - In that small map you have 126 reflection probes. In my last map (mp_doneck), which is a fairly huge affair, theres probably.....40 or 50. Just something to think about.

Heres the map as i'd have done it
http://rapidshare.com/files/139220731/mp_KingBunker2.rar



edited on Aug. 22, 2008 06:55 am by peri
GRIM-G-RC
General Member
Since: Jul 17, 2008
Posts: 46
Last: Nov 5, 2008
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Level 2
Category: CoD 4 Level Design
Posted: Saturday, Aug. 23, 2008 02:21 pm
i appreciate your guys responce
no offence taken guys i asked because i did NOT know
in response to some things said....


Firstly, and i really don't mean any disrespect here, but you seem to lack a basic understanding of how portals work.

you are absolutely wrong but i couldn't seem to get any other portal design to work so that was just the last one that i tried before i gave up


Portals need to make closed cells that cant see each other to be effective. All your portals share transparent walls, so if a player stands anywhere in the main area he can see into every portal.



ya i know that i just wanted to portal it off so that the reflection probes would fit
i know the map is too small to need portals however when i reduced the amount of reflection probes everything was red
so i presumed i need this many due to the amount of glass in it


Also, why you'd make a portal run down the middle of a space, when there were structural walls just a few units away is....hmm.....nonsensical.

i tried using the structural walls that was near the portals
kept getting those errors
was running out of ideas


Thirdly - Everything in your map was structure. Only the brushes that form part of a portal cell need to be structure, make everything else detail.


i don't get this part of mapping
if you make everything detail wont you be able to walk threw it like a model????
any chance you can explain the differences between structural and detail that kindave confuses me


Fourth - In that small map you have 126 reflection probes. In my last map (mp_doneck), which is a fairly huge affair, theres probably.....40 or 50. Just something to think about.

everything was red with less like i said before
didnt know what else to do


Same cell on both sides error mean you have a leak in one of your portals, a cell is not sealed properly.


ya i know but that exact portal design worked on a outside map
i just copied and pasted that one over to this map


The bsp split probably suggests you have a portal brush used to seal more than one cell so for example say you have two sealed cells next to each other, but the top brush is a single brush (no cuts)


thank you i didn't know what that meant and that helps a lot



thanks again guys ill check out your version peri
appreciate it bud
peri
General Member
Since: Jan 23, 2005
Posts: 456
Last: Sep 5, 2008
[view latest posts]
Level 5
Category: CoD 4 Level Design
Posted: Saturday, Aug. 23, 2008 07:04 pm
Glad to help - portals can be tricky to get your head around at times.


You're confusing detail brushwork with non-colliding brushes.

Non colliding you can walk through....forget about them.

Structural brushes - these are brushes that (in conjunction with portal brushes) form the walls of the cells. They block player visibility. This means that the game wont draw any geometry thats behind a wall if the player cant see it
The classic example is a model of a house. The 4 walls, roof and floor are structural brushes. If a person is inside the house, these are the walls (along with the portal brushes over the doors and windows) that block the geometry outside the house. Everything that you add to this is 'detail'.......details just add interest and 'pretty up' the surroundings.


A portal brush used to seal more than one cell usually gives the "Portal sees into more than one cell - aka t-junction" error.
GRIM-G-RC
General Member
Since: Jul 17, 2008
Posts: 46
Last: Nov 5, 2008
[view latest posts]
Level 2
Category: CoD 4 Level Design
Posted: Sunday, Aug. 24, 2008 04:26 pm
hey peri i have started a map makers guild or helpdesk on xfire
so that all mappers can ask questions and talk about there maps and what not
its not a clan just a mappers help desk
if your interested in being a part of this go to
http://www.xfire.com/clans/mapper/
and join up

this is open to ANY mappers
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