area portals proper use?

area portals proper use?

Re: area portals proper use? Posted by Sam37 on Wed Dec 15th 2004 at 9:41pm
Sam37
47 posts
Posted 2004-12-15 9:41pm
Sam37
member
47 posts 5 snarkmarks Registered: Dec 15th 2004 Occupation: Student Location: UK
Hi I'm making quite a large map with lots of buildings and I'm not to sure how to use area portals and hint brushes.

Ive figured out from searching that area portals should be used over doorways in corridors, but should they be used for all doorways or only ones that open to large areas?

On another note, should windows have area portals over them aswell?

Thanx for any help :smile:
Re: area portals proper use? Posted by RabidMonkey777 on Wed Dec 15th 2004 at 9:46pm
RabidMonkey777
207 posts
Posted 2004-12-15 9:46pm
207 posts 603 snarkmarks Registered: Jul 9th 2004 Location: Denver, Colorado, USA
Both hint brushes and areaportals are used to control what is rendered in-game as to help performance wise.

I'd say put them over all or most doorways, if possible - Seems like it'd help the best performance-wise.

Windows should have hint brushes instead of areaportals.

If you're looking on how to create these types of brushes themselves...

http://www.valve-erc.com/srcsdk/Levels/performance_and_visibility.html
Re: area portals proper use? Posted by Sam37 on Wed Dec 15th 2004 at 9:54pm
Sam37
47 posts
Posted 2004-12-15 9:54pm
Sam37
member
47 posts 5 snarkmarks Registered: Dec 15th 2004 Occupation: Student Location: UK
OK thanks very much

btw how do i mark an answer as "correct" :rolleyes:
Re: area portals proper use? Posted by SnowmanDev on Mon Apr 24th 2006 at 7:06pm
SnowmanDev
28 posts
Posted 2006-04-24 7:06pm
28 posts 3 snarkmarks Registered: Apr 9th 2006 Occupation: Graphics Designer/Web Designer Location: UK, Warrington
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Hey peeps,

I come a long way since i first signed upto the pit and now i have a question about area portals/hint brushes etc...

basically i have a map with a skybox surrounding it but the thing is i have a "veranda" on a mansion i have made and because of the skybox i can see the rest of my map like the start point and a set of stairs, the thing is i dont want to be able to see these because it looks really stupid lol.

I have attached a screenie and i was wondering how i mite go about making these "invisible" maybe there is a texture or something that hides the rest of my map when i am looking over the walls that surround my map.

User posted image
Re: area portals proper use? Posted by ReNo on Thu Apr 27th 2006 at 12:08am
ReNo
5457 posts
Posted 2006-04-27 12:08am
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
The solution really is not to offer views like that. If you ARE going to offer views like that, then you need to build the environment to suit it. You shouldn't just have walls and then a skybox, you should build in the surrounding architecture. What should actually exist in the area to block the view? Whatever it is you answer to that question, well build that there :smile:

I know that this isn't exactly the answer you are hoping for, but its what we have to do as level designers.
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: area portals proper use? Posted by SnowmanDev on Thu Apr 27th 2006 at 12:23am
SnowmanDev
28 posts
Posted 2006-04-27 12:23am
28 posts 3 snarkmarks Registered: Apr 9th 2006 Occupation: Graphics Designer/Web Designer Location: UK, Warrington
ok thanx man, i'll use area portals in doors and things and build up the surrounds (somehow lol)

thanx