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I'm reading through the Scheel tutorial and I stumbled across an area that confuses me and raises a new question.

Create a portal between two rooms...do the boolean...detach etc. After you delete the polygon you don't need for the portal...which side gets grouped with the door? The room that is closest to the door...the tut says farthest from the portal...which i take as meaning closest to the door.

Next question....

If you model a building that requires windows...would you need two walls to give the window the depth for the portal? The above is for two rooms...what about the window? Also...if a door is going outside rather than to another room how would the portal be laid out?

Final question...

If you modelled a porch that entered the house...that would require a portal. But what if the porch/entryway doesn't use a traditional floor but rather the outside terrain?

Thanks in advance...

Edited by ][mmoralTwo
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Portals are used to view or move between rooms. A portal is a rectangular mesh that covers the opening in the world space with a normal applied to it. It is not grouped with anything.

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If the basement and the upstairs are designed to be separate rooms then yes. If they are the same room they would be un-needed. You would use a different kind of transition if there are overlapping floor polygons concerning the basement floor and the upper floor and you want to connect them via a staircase or ramp. That would be a shermantransition at both points where the two separate floors meet. Refer to page 17 on the level building pdf.

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i have made a small map in max 5.0 that i would be happy to e-mail to any one.

it has the following in a very simple form. there are 2 rooms. one has two levels connected with steps. and the two levels are on different shermanheights. and it has all of the needed transtitions for the AI to follow you. the second room is on a third shermanheight and it has a portal used as part of the transtions stuff.

I made this map out of trail and error, the joy of learning max :wall::wall: , but i would be happy to share it. it is 1.1 meg zipped and it has a game walkable mod with it as well. please PM me and let me know if you want it.

i have tried to upload it to a free web hosting place but i cant get it to download from a link. I am not a web design person.

Hartog :ph34r:

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  • 2 weeks later...

Portals are used to connect two rooms. The "world" is considered a room. Say you had a building with two rooms in it. The outside of the building would be grouped with the "world" room. If you have a window, then you need a portal with it. Same for the door from the "world" into the building, and another from that room to the next room.

If you had a room above another room, you could have a hole in the floor, with a horizontal portal. You cannot pass through a horizontal portal, but you can see, shoot and throw grenades through it.

You don't necessarily even have to use rooms. If you had a house with two rooms, you could just group the geometry from the two "rooms" as one room for the purposes of GR. The advantage of breaking the geometry into rooms is in controlling lighting, I think it helps AI navigation, and it breaks out geometry so not everything in the map is rendered by the engine if it can't be seen.

So, your porch can just be considered part of the "world", and you wouldn't have to make a room out of it.

Was that confusing enough?

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Thank you for the response...it's greatly appreciated. I knew the purpose of portals just not the entire process of making and applying. I've read the tut on it...but it's not real in depth.

There isn't much about applying it to a scene of say...outdoor and indoor blend...

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