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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »"portal outside BSP"

Author Topic: "portal outside BSP" (8 messages, Page 1 of 1)
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ShadowFox0809
Joined: Feb 27, 2010


Posted: May 8, 2010 12:48 PM    Msg. 1 of 8       
I'm trying to seal a cave region, which exists outside the normal ground BSP, but still under some cliffs and the sky region. I want to separate it so that when the player enters the caves, the sound will fade to a cave background sound, then when he approaches the center of the cave, which has a waterfall (in a small room) the waterfall background sound begins. The waterfall background sound will fade again as he leaves into the next section of caves.

I attempted to implement this scheme via a terrain (general) portal for most of the cave region and two exact portal sets in the cave hallways (each of the two exact portal sets exist inside a single terrain portal.

I'm getting errors; yellow regions around my terrain portals. However, this doesn't make sense, according to the HEK tutorial.

Quote: Typically, this error is caused by a standard Portal or Portal volume intersecting an Exact Portal plane or volume.


but I thought HEKT said earlier that exact portals could exist in a terrain portal, and terrain portals could exist in exact portals as long as one completely enclosed the other.

Quote: A volume defined as an Exact portal CAN have standard Portal areas defined within it and vice versa as long as the above rules outlined in their definitions are satisfied. However, an open ended or non-enclosed Portal cannot intersect an Exact portal, a "vis error" or rendering anomaly will occur. In other words, be careful to not let a Portal plane improperly divide or bisect an Exact portal volume.


...nevermind I got it sealed. Took a long time to get it though...




Here is:




Wantz?
Edited by ShadowFox0809 on May 8, 2010 at 06:40 PM


OpsY
Joined: Feb 19, 2007

Frobisher Bay


Posted: May 8, 2010 08:19 PM    Msg. 2 of 8       
Looks good.


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: May 8, 2010 10:10 PM    Msg. 3 of 8       
sexehness but the cliff on the right its grass looks horrid maybe its the view but idk


ShadowFox0809
Joined: Feb 27, 2010


Posted: May 8, 2010 10:39 PM    Msg. 4 of 8       
texturing and lighting sucks. Sorry.

This was a map I created for practicing my modeling and map-making skills.

Behind the waterfall is a cave. You go through the cave, which has a small stream running through it, until you reach an opening where there is a smaller waterfall protruding through an opening far above you (a shallow pool of water is the source of the stream in the tunnel). You go up a ramp, which winds its way up to the next section of tunnel. The tunnel takes you out onto a ledge, which is approximately 20-30 feet above the ground. The end of the ledge is shown in the right side of the picture.

Not bad for my 3rd attempt at a map?
My first was a complete failure on the tutorial map, the second was a successful attempt at it.
I've been working on this one for 5 days. I spent the entire day just debugging the map. I'm going to stop unless someone is interested in it (I may start working on my snow-missle mobile/hog otherwise).


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: May 8, 2010 10:59 PM    Msg. 5 of 8       
i didnt say it was bad. but you should release it for mp and if it doesnt work for mp your approaching sp mapping. cant wait to play it


Noobyourmom
Joined: Mar 23, 2010


Posted: May 9, 2010 12:00 AM    Msg. 6 of 8       
Looks kind of like what I'd expected from Powerhouse. Awesome job!


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: May 9, 2010 02:41 AM    Msg. 7 of 8       
for some reason the building looks like something higuy would do for a sci fi map


Hydrogen
Joined: Dec 6, 2009

Wort Wort Wort...


Posted: May 9, 2010 02:56 AM    Msg. 8 of 8       
ya have someone re uvw the ground or make a ground map for it :D

 

 
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