doors (yeha i searched everywhere for 2 weeks and stil)

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2r
Posts: 21
Joined: Fri Sep 01, 2006 11:47 am

doors (yeha i searched everywhere for 2 weeks and stil)

Post by 2r »

Hi all, I know this is a topic that were discussed some times already and exist dozens tutorials on web, thats why I'm already searching for OVER 2 weeks on how solve this, I read every tutorial I found, checked all results in google I could til i stay so dam tired....

Problem is simple, I have 2 type of doors, a "open door" type with no doors at all just a passage, and have a cluster portal on it wich works great :)

now the second one, has doors itself, the doors open each to one side on same time (same team, same wait time only different angles), and I have an Area Portal in midle door passage, the Area Portal brush is textured in all the faces as AP, this same brush is thiner then the door, but larger on sides, and taller to up and down, so this completley fill up the entire door, but we can't see it at all on GTK :)

the problem is simple, door open or door closed, I can draw the same things... /r_showtris 1 show same stuff when door is closed or open, I already tried hint the entire door section, hint in front and backward (right betwen AP and door itself), and stil same results, I searched everywhere and I did all I could find, but never found any problem as this one (unless if i searched in wrong way?)

So please, can anyone gimme an idea, before i get freaking mad at this map and get ride of all doors from once for all and use normal passages with Cluster instead


Thanks :)
maz0r
Posts: 157
Joined: Wed Apr 21, 2004 7:00 am

Post by maz0r »

did you compile vis for your test bsp?
Anwulf
Posts: 93
Joined: Wed Jun 21, 2000 7:00 am

Post by Anwulf »

Sounds to me as if the two areas you're trying to seal off are not completely separate. In other words, if you stick an AP brush in a door, there shouldn't be some other connection between the two areas, otherwise it won't work. Think of it in similar terms to a hull leak in the map.
2r
Posts: 21
Joined: Fri Sep 01, 2006 11:47 am

Post by 2r »

hi, i haven't replied this yet because i been trying fix this based on ur suggestion, I made a arched door with 2 doors (q3dm8 door style for exemple), i splited entire map walls into 2, 1 from each room side (instead use 1 single wall for pslit 2 rooms), in a "air" view i see rooms COMPLELTEY splied up, except!, on the door itself, the door itself and the top wall of door and left/right wall of door and the small wall floor are the "connector" betwen both areas, and Area Portal is touching on all them for make sure AP woudl work, but stil no effect....

can anyone, make a small 2 rooms, with a AP door working, for I see by my own how it realy must be done...?!, I even decompiled q3dm8 for see how the doors were done but stil no luck ...

so would someone plz mind make a 2 rooms with floor/ceiling with an AP door, for i check myself how it REALY must be done, please?

thanks
dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

I assume you understand cluster portals do not have any effect on vis? These are for bot file calculations.

I was under the impression that areaportal (AP) brushes should be made from skip (I believe hint is acceptable) and textured on one face only in areaportal.

APs are a bit retarded in controling vis, much better to build your structural brushes with vis in mind and where necessary apply hint brushes.

The placement of hint in front or behind and AP brush will do nothing. Hints work best in pairs and placed on an angle to structural brushes. The compiler needs to calculate that if a player stood at the split it creates with its face it would not be able to see the face of its pair.

I do agree with Anwulf here that if an AP isnt working it is likely that the area is not 'water tight' for vis purposes.
Whatever....
2r
Posts: 21
Joined: Fri Sep 01, 2006 11:47 am

Post by 2r »

but that is my problem..., i have a room disconnected from entire map, has NOTHING that connects to other, neither floor, ceiling or a single wall ..., i hade a 8 block (gride 8) spliting both rooms surounded by void, then i made the "connector" as the door, made the door itself with area portal right on midle with AP in one side of face and rest as Skip (as recomended), and have even have 3 floors on the connector, 3 ceilings 3 everything, one in front of door, 1 in back of door and 1 right in door, so door only touch the connector (I already tried do selecting door and do th "select touching" )

I know this is MY problem, not program or q3map2, because everyone can make APs except me lol, but I relay can't see what is wrong ..., i even downloaded from web a sample map in .map format wich teach doing AP and such, and mine was done maybe better then his (i think) because mine didn't even touch on both rooms floor/ceiling ...

and i realy need it, because I made a test, in some ports i added a strucutre brush in front of them, for test the FPS boost, and the boost was AMAZING ...., because with Doors withotu AP even behind a near wall i can stil see the other side map /r_shwotris 1), wich is very uncessary, so I must fix doors somehow

if anyone have any idea or suggestion on what i can do to find the problem or so, just plz so, all suggestions or ideas welcome



Thanks
dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

You doing full vis, not vis -fast?
Whatever....
2r
Posts: 21
Joined: Fri Sep 01, 2006 11:47 am

Post by 2r »

no, i have made my own bat compile with several compile options, I mostly use this options:

quick compile for test some designs
-meta -samplesize 4

for vis test
-meta -samplesize 4
-vis -saveprt

for general test
-meta -samplesize 4
-vis -saveprt
-light -fast -filter -samples 3 -patchshadows -thresh 0.1


i dont' use GTK compiler, i feel it slower


but stil, is there any way i can make the "water proof" test lol, I'm pretty sure my map the "water" couldn't get outside specialy in some rooms but stil, is there any idea how to test it or so?

and btw, my VIS is pretty low (i think) less then 5000 portals (i used to have over 20 000 ...), compiler take around 14 sec to compile entire VIS, so I think VIS is already a optimized but the only prolbem are the doors..., because since doors aren't "structure" by themself they dont' block the view of other side, so totaly ruin this .... i need add AP


EDIT:

I already found the problem..., and a very stupid one thought

thanks
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