areaportal contradiction. Which is it?

areaportal contradiction. Which is it?

Re: areaportal contradiction. Which is it? Posted by MeatStick on Thu Dec 16th 2004 at 3:40am
MeatStick
37 posts
Posted 2004-12-16 3:40am
37 posts 4 snarkmarks Registered: Dec 6th 2004 Location: USA
I'm now at the stage of learning the aspects of performance-gains while still keeping some good complexity so of course I come to Areaportal. I've read quite a bit and am slightly baffled because I have come across 2 distinct pieces of info that don't "mesh" regarding the surface texture to use.

http://www.valve-erc.com/srcsdk/Levels/performance_and_visibility.html which states "...and make sure that all faces of an areaportal brush use the tools\toolsareaportal material..."

And
http://www.hl2world.com/wiki/index.php/Area_Portals
which states "...cover it in the NODRAW texture..."

So... which is it? From what I gather, I should make a solid, 1unit wide, that perfectly fits (seals) a given area from another, then turn the solid into a func_areaportal entity. But which texture is "supposed" to be on it for it to work correctly (if applicable) ?? NODRAW or TOOLSAREAPORTAL? Just want to make CERTAIN I'm using the right one (if it matters) before I make 5000 of them.

Thanks
Re: areaportal contradiction. Which is it? Posted by Raeth on Thu Dec 16th 2004 at 3:57am
Raeth
62 posts
Posted 2004-12-16 3:57am
Raeth
member
62 posts 16 snarkmarks Registered: Nov 24th 2004 Location: USA
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
Nanodeath
356 posts
Posted 2004-12-16 4:06am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
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
MeatStick
37 posts
Posted 2004-12-16 4:37am
37 posts 4 snarkmarks Registered: Dec 6th 2004 Location: USA
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
Nanodeath
356 posts
Posted 2004-12-16 4:59am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
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
SaintGreg
212 posts
Posted 2004-12-16 5:47am
212 posts 51 snarkmarks Registered: Dec 3rd 2004
<!--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.