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?
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?
#2
Build a dif shell around your dts level..implement portals, run it to see if the idea satisfies.
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
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.
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.
Torque 3D Owner Andy Wright
BrokeAss Games
Theres a resource on 'view occlusion blocking' by caylo gypsyblood here that i think is what you need.
Andy