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    •  
      CommentAuthorVoltage
    • CommentTimeDec 30th 2007
     
    So I'm getting more and more into mapping. I can't seem to make simple maps with just brushes everywhere without optimizing until the last second. So who else finds the interest in mapping for this usually buggy engine in terms of mapping, and if you do have interest, can you tell me what THE HELL AN AREAPORTAL IS.

    HINT HINT, DRAGONTHIEF.
    • CommentAuthorCombat
    • CommentTimeDec 30th 2007 edited
     
    An areaportal tells the engine to not draw certain parts of the map that the player would not be able to see, i.e. behind a door, or around a corner.

    For Example, you would use a trigger_multiple to trigger areaportals to draw certain areas of the map. You would make a brush to encase what you would not want to be drawn by the engine, tie it to func_areaportal, cover it with the toolsareaportal material, then use a Trigger_Multiple to draw areas of the map ahead at certain chokepoints, like in this diagram:
    http://developer.valvesoftware.com/w/images/5/57/Areaportal_trainstation04.jpg

    That's my understanding of it, anyway. I haven't actually used it before for Valve Mapping, perhaps I should.

    that was a lot of edits.
    •  
      CommentAuthorVoltage
    • CommentTimeDec 30th 2007
     
    That's your understanding? Combat, when do you use Hammer.. ?
    • CommentAuthorCombat
    • CommentTimeDec 30th 2007
     
    I stopped using it once the Crysis Editor came out.

    If I was bad at explaining, or got the whole idea wrong, check this web page, and it should have everything you need about it:

    http://developer.valvesoftware.com/wiki/Areaportal