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Can I create a 'portal only' mesh?

by Nicolai Dutka · in Artist Corner · 07/03/2009 (1:37 pm) · 3 replies

I'm just wondering if there is a way to create a simple cube that acts as NOTHING MORE than a 'portal' for the culling system. I tried creating one in Constructor and it exported fine, but the game crashes when I add it to a level...

We are using static shapes for interiors, mainly because everyone on my team is fully trained in 3DS Max and absolutely hates using Constructor, along with a few other reasons that I don't care to get into right now...

So, we want to be able to 'break up' our level into zones by simply placing cubes or whatnot for portals. Any ideas?

#1
07/03/2009 (10:44 pm)
Heya Nicolai,

Theres a resource on 'view occlusion blocking' by caylo gypsyblood here that i think is what you need.

Andy
#2
07/03/2009 (11:58 pm)
You could try to build hulls(culls [caulk hulls]), a common Q3 practice.

Build a dif shell around your dts level..implement portals, run it to see if the idea satisfies.
#3
07/04/2009 (2:19 am)
Interior based culling depends on Zones. Zones are created by using structural brushes to "seal" an area. A Portal is just an optional brush type that helps to "seal" a door/window. Portals have to intersect surrounding structural brushes in order to make this seal.

So no, using a Portal brush alone won't provide culling for you.

You could possibly create a box DIF (stuctural brush(es)) which has a NULL texture so that it is invisible -- but you would then have collision problems, and this invisible box would cast a shadow.

If you're not using the Interior format then you don't get the benefits it provides. Caylo's resource is a good alternative.