prt file -about


#1

Ähummmm!

How do I load the prt file into radiant?
I got radiant 1.3.8

How are portals generated?!
Exactly what happening if hints z-fighting

How many portals are normal
And yeh i can look at goldrush but…

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?


(acQu) #2

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.


(twt_thunder) #3

[QUOTE=acQu;489642]
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.[/QUOTE]
load the prt file under plugins on menu, let it load both 2d and 3d so you actually see what happends. the VIS is controlled totaly by _blocksize in worldpawn… if you select your sky or something and press n you will read this :

"_blocksize" q3map always splits the BSP tree along the planes X=blocksize*n and Y=_blocksize*n. Default _blocksize value is 1024. Increase the _blocksize using larger powers of 2 to reduce compile times on very large maps with low structural brush density.

I see they sometimes use “skip” in original maps… I would say be careful with those hints brushes as sometimes they create more chaos then you want…

EDIT:Sorry acQu… been quite buzzy today:
http://www.thewolfteam.org/e107_plugins/forum/forum_viewtopic.php?468


(Mateos) #4

The leaf node is the 3D rectangle in which the player is placed, and the engine renders the content of any other leaf node which can be reached by a direct line from the one in which the player is (from its sides, not the player eyes); The sides of a leaf nodes are portals :slight_smile:

Skip is to be used on the sides of the brush you don’t want to generate splits, while the others sides are Hint or Subtle Hint; There’s also a shadr called HintSkip hanging around for view filtering purposes (make Radiant consider the Skip as Hint when filtering with CTRL+H).