Game Development Community

Portals in Quark

by Lars Boldt · in Torque Game Engine · 07/24/2004 (5:58 pm) · 10 replies

I've read the tutorials and searched on the topic.

But the simplest answers eluded me...

What is portals?

Why do I need them?

How do I make them?

How do I stop the bloody rain inside my buildings :) ?

Lars

#1
07/24/2004 (6:37 pm)
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#2
07/24/2004 (6:46 pm)
Well that answered how I make them :-)

Thanks, but still need info about the 3 other questions.

Lars
#3
07/24/2004 (7:05 pm)
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#4
07/24/2004 (7:11 pm)
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#5
07/24/2004 (7:37 pm)
Actually, the latest precipitation code shouldn't allow rain into the buildings anymore...
#6
07/24/2004 (7:47 pm)
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#7
07/24/2004 (8:21 pm)
Oh I see, thanks Joseph :)

Will do a compile with the newest head to test that precipitation code, will save some work on old quark models made before I learned about portals and zones, which was now :)

Lars
#8
07/26/2004 (11:18 am)
Also, the zones can create lighting areas sealed from the scene lighting, so you can make nice moody interiors without the sunlight mucking it up.
#9
07/26/2004 (11:26 am)
Ben Garney: Maybe, but it still does rain into buildings. We have tried this many times, with the roof being a detail, a normal object and a collission entity.

Of course this was without portals but as I understood your post it seemed you said it wasn't needed to limit the rain to the outside.
#10
07/26/2004 (10:36 pm)
Are you using Chris' latest precipitation code? It can be set to do raycasts against the building, in which case rain should not be appearing inside (except as dictated by wind).