Areaportals and spectator mode VQ3
Areaportals and spectator mode VQ3
I don't know if this is a bug or I've done something wrong.
I haven't really used areaportals before and I've come across a bug I haven't seen before.
I have set up doors and areaportals to help with my wildly out of control vis. The portals work fine, doors all work fine, apart from in spectator mode. Instead of the spectator/player 'teleporting' through the closed door the way they should, the player either temporarily or permanently gets stuck in a HOM style void.
Anybody seen this before?
I haven't really used areaportals before and I've come across a bug I haven't seen before.
I have set up doors and areaportals to help with my wildly out of control vis. The portals work fine, doors all work fine, apart from in spectator mode. Instead of the spectator/player 'teleporting' through the closed door the way they should, the player either temporarily or permanently gets stuck in a HOM style void.
Anybody seen this before?
Re: Areaportals and spectator mode VQ3
I have seen the HOM effect it in Enemy Territory - the only thing I could do was make the areaportal brush very thin and bury it within the thickness of the door -ie: the door is 8 units thick and the areaportal brush is 4 units thick and is located within the door brush.
This minimizes the HOM effect because you are aren't exposed to the portal split for very long - it's only 4 units.
I never got stuck crossing a portal split.
This minimizes the HOM effect because you are aren't exposed to the portal split for very long - it's only 4 units.
I never got stuck crossing a portal split.
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Re: Areaportals and spectator mode VQ3
I forgot to say, the antiportal brush is textured on all faces but one with hint, which I thought was the way to do it...so I guess the antiportal as as thin as it can be. Don't know if the use of hint might be something to do with this?
Re: Areaportals and spectator mode VQ3
agh, this is very annoying. My areaportals are now 1 unit thick, all areaportal texture.
They are right inside my doors, butt up against structural brushes. They work properly, but still cause the same issues in spectator mode.
Most of my surrounding geometry is ase meshes, but it is entirely enclosed in structural caulk. I'm thinking this might be the issue, because I'm forcing the engine to try to split a mesh. 4 or my portals are at 45 degrees too, but perfectly aligned to the grid. I am thinking this must be something to do with using models.
//edit: If this is a model issue why does it only arise in spectator mode? Perplexed.
They are right inside my doors, butt up against structural brushes. They work properly, but still cause the same issues in spectator mode.
Most of my surrounding geometry is ase meshes, but it is entirely enclosed in structural caulk. I'm thinking this might be the issue, because I'm forcing the engine to try to split a mesh. 4 or my portals are at 45 degrees too, but perfectly aligned to the grid. I am thinking this must be something to do with using models.
//edit: If this is a model issue why does it only arise in spectator mode? Perplexed.
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Re: Areaportals and spectator mode VQ3
are the doors models or brushes..?
are you using area or anti portals? you say both..
are you using area or anti portals? you say both..
hint is a one face only// with hint skip for alternate faces, for showing vis angles.. not for use on areaportals.I forgot to say, the antiportal brush
Re: Areaportals and spectator mode VQ3
Hint iirc can be used with areaportals to avoid 'entity' blink as the portal triggers. But regardless I'm still getting this weird effect.
The doors are brushes, not models and the I do mean AREA not ANTI portal.
The doors are brushes, not models and the I do mean AREA not ANTI portal.
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Re: Areaportals and spectator mode VQ3
try skip on all faces but one.
also try ...attaching them to your door? making two area portals the exact same as the door but thinner. so they "open" within the door.Historically, Areaportals were created by applying the Areaportal shader to all 6 sides of a box brush. At some point during the development of Q3Map2, the preferred method was changed to use 5 Skip + 1 Areaportal faces, similar to how Antiportal is used.
Last edited by skinNCNmaster on Wed Jun 16, 2010 3:27 pm, edited 1 time in total.
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Re: Areaportals and spectator mode VQ3
The only thing I can think to try would be to actually bury your areaportal into the surrounding caulk hull a bit instead of just having the brush butting up against it.
Re: Areaportals and spectator mode VQ3
I found I had knocked 2 angled portals off grid. Not sure if thats fixed things or not, the map takes ages for the prt to be written now, so left q3map2 compiling.
Will try suggestions if that doesn't fix it.
It's weird how I dont get errors in normal player mode.
Will try suggestions if that doesn't fix it.
It's weird how I dont get errors in normal player mode.
Re: Areaportals and spectator mode VQ3
this happens to me all the time, even on baseq3 stock maps.
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Re: Areaportals and spectator mode VQ3
It does? So is this an error in the last release of Q3, or a problem with Q3map2? Could this be a problem I can't resolve?
Re: Areaportals and spectator mode VQ3
It's usually customary to provide the link, so others can read it in context.skinNCNmaster wrote:Historically, Areaportals were created by applying the Areaportal shader to all 6 sides of a box brush. At some point during the development of Q3Map2, the preferred method was changed to use 5 Skip + 1 Areaportal faces, similar to how Antiportal is used.
viewtopic.php?f=10&t=38399
dONKEY, for what it's worth, I just got stuck in the areaportals of q3dm12, so it's not just you, but also stock id Software maps too. It's a bug. You might be able to minimize the issue though with ydnar's quoted suggestion above.
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Re: Areaportals and spectator mode VQ3
hehe, I just went and tested on the same map, with the same result.
I don't remember this bug b4. Guess something got broke at a later stage.
I don't remember this bug b4. Guess something got broke at a later stage.
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Re: Areaportals and spectator mode VQ3
I've noticed this bug recently too and found a solution: it doesnt have to do anything with the thickness of your portal. Just open the console and type "g_synchronousclients 1", it will solve the bug.
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Re: Areaportals and spectator mode VQ3
It improves things, but I still get stuck in my angled portals.
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Re: Areaportals and spectator mode VQ3
In spectator mode the area portals don't get flooded because the area behind it doesn't enter the PVS. A programmatic fix that came to mind is to create a temporary camera portal that is connected with the area behind the door. Don't have a good solution you could use from inside Radiant, I'm afraid.
Re: Areaportals and spectator mode VQ3
It's not just a loading issue of the PVS. I've actually gotten stuck between the doors. I can see into the next area just fine, I just can't move and it looks like I'm jittering back and forth between the two areas.
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Re: Areaportals and spectator mode VQ3
I tried to get myself stuck in q3dm2 but it just popped me to the other side of the door if it was closed. If I sat in the middle of the door's path while a bot triggered it to open and waited for it to close, it just kicked me to one side or the other.
Re: Areaportals and spectator mode VQ3
arrg, did anyone find a solution to this in the end? got it happening with my new map. very annoying :/
*edit: ahhh g_synchronousclients 1 seems to solve it. oddness!
*edit: ahhh g_synchronousclients 1 seems to solve it. oddness!