It should be in the tools section drop down menu. Take a look at that. 1.3.8 should also have that; you know, there are also bobtoolz stuff in it; somewhere there is also that prt viewer AFAIR.
I remember portals only vague; i think it is just a confusing word to think about this stuff. I like to think more of it like nodes. And these nodes (or leaf nodes) are generated by structural brushes in your map and hint brushes. With hint brushes (as far as i understood) you only do adjustments, hint the “not so smart” q3map2 to some better node generation.
I think one gets deleted? Good question, but i think the q3map2 should know about that. Maybe someone else got a tip on that. Maybe just put one shader on one side of the hint brush, and rest with invisible clip?
That is a question i also asked myself at one time. I think, the more nodes are in the .bsp format, the more stuff the engine has to calculate and so it gets more laggy? Basically, you should imo keep it as low as possible and avoid unneccessary ones foremost.
[QUOTE=oveove;489560]Are prts override themself?
So first compile you got 4 portals next 8… ?
And how to set the visibility range to for exemple set it to 1024 inches?[/QUOTE]
First two ones = me no englando! Last one: i think thunder can answer that. He made a map recently (mia) where it is in.
P.S. no guarantees that anything i said is true. It has been a long time i last did read about this stuff.