Re: areaportal contradiction. Which is it?
Posted by Raeth on
Thu Dec 16th 2004 at 3:57am
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I would be inclined to believe the info from Valve over a wiki
site. I've made areaportals Valve's way (covering the brush in
the areaportal texture) and I've had no problems. Making the
brush 1 unit wide doesn't seem to be necessary in my experience.
Re: areaportal contradiction. Which is it?
Posted by Nanodeath on
Thu Dec 16th 2004 at 4:06am
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I'm guessing that it doesn't really matter. No matter what you do it's not going to visible, and the entity defines its behavior anyway shrug Would have to test it to know for sure.
Re: areaportal contradiction. Which is it?
Posted by MeatStick on
Thu Dec 16th 2004 at 4:37am
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I was (am) also inclined to follow the valve-erc info but just wanted to see if anyone actually knew "for certain" since the contradiction exists.
Nano, considering that there are specific and special materials that do "do" things I would think a specific material for Aeraportal that exists, exists for a reason, though maybe it's just so it has a different 'visually' identifiable signature to help making maps easier and doesn't actually 'do' anything in the game, meaning it's simply the entity in-and of itself that creates the performance gain (by slice). Never know. Visibility doesn't necessarily have anything at all to do with in-game material effect.
Re: areaportal contradiction. Which is it?
Posted by Nanodeath on
Thu Dec 16th 2004 at 4:59am
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Well...possibly. But if there was, say, a "clip" entity there wouldn't really be any reason for a clip texture except for cosmetic reasons, would there? And triggers don't require the trigger textures...the only reason I can think of for an area portal is if for some reason you wanted an area portal without the areaportal entity, but I don't even know if that would work or not.
Re: areaportal contradiction. Which is it?
Posted by SaintGreg on
Thu Dec 16th 2004 at 5:47am
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<!--StartFragment -->Just tested it and yes, both nodraw and areaportal textures work. The main advantage I see to using the areaportal texture is that is is partially transparent in the editor whereas nodraw is totally opaque. Plus it provides some visual means of distinguishing this entity as an areaportal. Although I reckon that since the main use of an areaportal is with doors, and since the areaportal must be completely enclosed by the door (otherwise you wouldnt see the door when its closed) you wont be seeing the areaportal too much when mapping.
But either way its probably still cleaner to just give it the areaportal texture.