][mmoralTwo 0 Posted September 13, 2003 Share Posted September 13, 2003 (edited) 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 September 13, 2003 by ][mmoralTwo Quote Link to post Share on other sites
OSO 0 Posted September 15, 2003 Share Posted September 15, 2003 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. Quote Link to post Share on other sites
Stalker_Zero 0 Posted September 15, 2003 Share Posted September 15, 2003 I don't get it. Are portals used for stuff like connecting say a basement area to an upper level? What examples can be used to explain the use for portals? Quote Link to post Share on other sites
OSO 0 Posted September 16, 2003 Share Posted September 16, 2003 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. Quote Link to post Share on other sites
hartog 0 Posted September 16, 2003 Share Posted September 16, 2003 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 , 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 Quote Link to post Share on other sites
Stalker_Zero 0 Posted September 26, 2003 Share Posted September 26, 2003 Come on guys!!! Immoraltwo is stil stuck. If one or more of you could offer your advice and experience I am sure he will appreciate it. He wants to add great stuff for the community. He's just stuck on portals. Can't more of you helP? Quote Link to post Share on other sites
cobaka 0 Posted September 27, 2003 Share Posted September 27, 2003 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? Quote Link to post Share on other sites
][mmoralTwo 0 Posted October 2, 2003 Author Share Posted October 2, 2003 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... Quote Link to post Share on other sites
cobaka 0 Posted October 2, 2003 Share Posted October 2, 2003 Here are some tutorials I made for a friend. Maybe this will help. Keep posting if you need help. Can never have too many maps Quote Link to post Share on other sites
OSO 0 Posted October 3, 2003 Share Posted October 3, 2003 Those are some pretty nice tutorials there cobaka. I wish I would have had those a year ago. Quote Link to post Share on other sites
cobaka 0 Posted October 3, 2003 Share Posted October 3, 2003 Wow Thanks alot el oso. That means alot coming from one of the modding giants Quote Link to post Share on other sites
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