antiportals


(ildon) #1

raven had said previously he was going to see if he could release a document he wrote about using them, but i guess he didnt get permission to…
i tried using them under terrain instead of caulk, but a lot of weird stuff was going on, like large sections of map that should be visible totally disappearing while just walking around. i assume i was doing something wrong…
anyone that has had success with antiportals have any hints? (no pun intended, hohoho. ok that was a terrible joke. afk.)


(Raven) #2

Sorry, I was not able to release that document, because it was too specific to what we are working on right now. I am going to write something on it as soon as my new website gets designed, but the guy designing it is taking his sweet time so it may be a while. Sorry man.

The skip shader is used on any hint, areaportal, antiportal etc etc etc face that you do not need. If you make an areaportal, five of the six brush sides should be made of the skip texture and only one of the forward faces should be textured with areaportal. This is a nice little efficiency texture.

There was a designer doc. written on antiportals that I can post for you,

[b]Antiportals

Quick definition: An antiportal brush acts like both a hint brush and an areaportal brush mashed into one single entity. Unlike areaportals, antiportals are not restricted to the inside of door brushes.

Antiportal restrictions:

*Antiportals cannot be lined up with structural brushes or the default 1024X1024 engine splits or they will cause a leak in your level. This is because they are like a void to existing portals and will devour them causing a tear in the level’s hull. They can be lined up with detail brushes.
*Antiportals cannot be visible in playable space or they will give you the nasty HOM effect. You must bury the antiportal faces of the brush inside of detail and/or structural brushes.

Uses and other information:

*You always use the skip texture in conjunction with the antiportal texture. Only one face of a brush needs to have the antiportal texture. The rest should have the skip texture.

*Antiportals are best used in terrain maps, where a designer is trying to find ways to have VIS blockage in between terrain sections.

*Hint, antiportal and areaportal faces always create BSP splits. This is how they function. They split the BSP along the plane of the face in order to segregate each side of the map for visibility purposes.

*One thing to keep in mind is that every split through the BSP, through empty player space creates portal(s).

*Antiportal portals are opaque to vis.

*Hint portals are transparent to vis.

*Areaportal portals block area floods, to split the map up into a number of seperate areas which can be turned on/off by door entities.
[/b]

Thanks Ydnar for both the technology and the corrections :slight_smile:


(ydnar) #3

Pretty decent explanation. Couple clarifications:

Hint, antiportal and areaportal faces always create BSP splits. This is how they function. They split the BSP along the plane of the face in order to segregate each side of the map for visibility purposes.

One thing to keep in mind is that every split through the BSP, through empty player space creates portal(s).

Antiportal portals are opaque to vis.

Hint portals are transparent to vis.

Areaportal portals block area floods, to split the map up into a number of seperate areas which can be turned on/off by door entities.

y


(Raven) #4

Excellent!!! Thank you very much for the clarification Ydnar :slight_smile:


(demonspawn) #5

Great thanks for the info you guys


(ildon) #6

thanks you!


(Ifurita) #7

Bump. As I understand it, arenaportals block vis when a door is closed. What would I use to block vis on a door that is dynamitable? I don’t think making the door structural works and I don’t think an antiportal would be appropriate because the passage is visbile after the door is blown. Is there a way to use arenaportals with dynoable doors/gates?


(Ifurita) #8

Also, if I’m trying to block vis in my terrain, I can either bury blocks of caulk, or just use an antiportal brushface (the other sides being skip)?