
Hobbet360
Joined: Jan 10, 2012
ProTools > ToolPro
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Posted: Jul 5, 2013 11:03 PM
Msg. 1 of 9
Hey, I have been working on a SP BSP, this specific BSP has over 36,000 triangles and it all turns to crud in sapien and in game...  Yerr... Would portaling fix this? If so, how doI make portals? :o thanks. -Robert (Hobbet360)
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Jul 6, 2013 12:31 AM
Msg. 2 of 9
My best guess is for SP what you'd want to do is separate the BSP in to a few BSP's and use cleverly placed trigger volumes to switch BSP's when you walk around corners\ enter hallways ect ect.
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Jul 6, 2013 12:39 AM
Msg. 3 of 9
I don't see why it wouldn't work in that case Try portaling based on players' eyesight. If you have a curved hallway, put a portal right BEFORE the hallway curve, so when the player doesn't need to see there, the game won't render it
..stuff like that ^-^ !
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Hobbet360
Joined: Jan 10, 2012
ProTools > ToolPro
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Posted: Jul 6, 2013 12:43 AM
Msg. 4 of 9
Quote: --- Original message by: grunt_eater My best guess is for SP what you'd want to do is separate the BSP in to a few BSP's and use cleverly placed trigger volumes to switch BSP's when you walk around corners\ enter hallways ect ect. It's already split in 3 BSPs... but this is the biggest. A hangar with some a10 halways to lead to the next BSP. (the engine room). (this is the second BSP.) (I am using a lot of brackets for some reason.) anyways this is 36k triangles... bungie BSPs go up to 60-70k triangles. EDIT 1... @OrangeJuice... how exactly do I make portals. :3 Edited by hobbet360 on Jul 6, 2013 at 12:45 AM
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Jul 6, 2013 01:02 AM
Msg. 5 of 9
 ..! On second thought! I think it's safer if you just wait for someone more qualified to speak " :3 "
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Jul 6, 2013 05:59 AM
Msg. 6 of 9
you need to use planes that cuts the map in multiple parts.
Sali said : The portal clusters can have a lot of simple shape, bt not extend too far of the model.
What I've done for bigass (the large map from altis) is taking a plane, cutting it, extruding it's edges and deleting halft of the vertical polygons created and gettin rid of the base. Or more simple, you create a plane with a portal material on each of your doors sealing them perfectly.
Refer to stock HEK tutorial
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Wolf_
Joined: May 16, 2006
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Posted: Jul 6, 2013 06:38 AM
Msg. 7 of 9
Quote: --- Original message by: hobbet360Quote: --- Original message by: grunt_eater My best guess is for SP what you'd want to do is separate the BSP in to a few BSP's and use cleverly placed trigger volumes to switch BSP's when you walk around corners\ enter hallways ect ect. It's already split in 3 BSPs... but this is the biggest. A hangar with some a10 halways to lead to the next BSP. (the engine room). (this is the second BSP.) (I am using a lot of brackets for some reason.) anyways this is 36k triangles... bungie BSPs go up to 60-70k triangles. EDIT 1... @OrangeJuice... how exactly do I make portals. :3 Edited by hobbet360 on Jul 6, 2013 at 12:45 AM Go into editable mesh, pick a hallway, a simple basic shape for a portal, is a flat one-sided surface. Create faces, Create the portal using the verts, Detach it and give it a name, such as "Indoor Portals". The material applied to it have to be called +Exactportal. For an area to be sealed, there will have to be another portal at the other side of the hallway Like this : I----------I . With "I" being the Exact portal. They should be facing eachother as that helps defining the cluster. Portal when possible. More importantly do it to parts that have a incredibly high polycount. Terrain portals are a tad more tricky, but the Hek tut cover this (Sort of) well. http://hce.halomaps.org/hek/ Level creation part 2, keep scrolling down to the portal section.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jul 6, 2013 08:13 AM
Msg. 8 of 9
Portals are... tricky. At least terrain portals, so good thing your working inside of a hangar. First you want to make a material called +exactportal. Then create face inbetween all your doorways and other intersections similar, and give them that material (you can detach it from the BSP and link it to the frame). Then if you create another material just called +portal, you can create large plane that intersects HUGE areas, for example the entire hangar. You want to make sure this doesn't go through hallways and stuff like that though, just the large areas. They can be horizontal or vertical but you want to make sure either way they are planar or they wont work, same goes for exact portals.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Jul 6, 2013 10:53 AM
Msg. 9 of 9
Quote: --- Original message by: Mootjuh Btw, OS has a feature that allows you to render more triangles, fixing most portal problems. I think that defeats the purpose of having portals in the first place.
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