Portals on Constructor X axis Get Ghosted
by Adam Wilson · in Constructor · 08/14/2007 (9:23 am) · 2 replies
I will try to explain this the best I can do to the fact that we are going to be dealing with location with TGE and Constructor at the same time.
I have noticed that only the portals that are built so if the player faces along the X axis give you the Ghosted portals.. (NOTE: that the X axis of the building not TGE world X axis so you can rotate the interior and the same portals will give you this ghosted portal)
so all portals that are built on one the side of the yellow boxes..

this topic has been brought up before on this thread but I made a new one in hopes that some one associated with GarageGames and Constructors could bring some light on this annoying subject..
LINK
I have noticed that only the portals that are built so if the player faces along the X axis give you the Ghosted portals.. (NOTE: that the X axis of the building not TGE world X axis so you can rotate the interior and the same portals will give you this ghosted portal)
so all portals that are built on one the side of the yellow boxes..

this topic has been brought up before on this thread but I made a new one in hopes that some one associated with GarageGames and Constructors could bring some light on this annoying subject..
LINK
About the author
#2
Its important that the player can not see across multiple portal zones. If you have a place like a long hall, dont put portals along the long hall.
Portals MUST be square or rectangle, you can NOT make a functional portal if any of the portal's contacting walls do not meet at 90degrees. (Unless the opening is small, seems trapezoid portals work sometimes when they are less then 10 Torque Units tall.)
Multiple Portals along one plane will often lead to problems. Think of a multi level building with a wall of windows. In this case ONE big portal 'may' work best.
Think long and hard before placing portals, portal misuse, overuse will not help your performance, and might lead to hours of extra work.
Sometimes portals will NOT work no mater what, be sure all near geometry is clean and simple. And sometimes a portal works even when you TRY to build it wrong, often if the BSP project is small with only ONE portal.
Thats my findings to date, hope it holds true for others....
EDIT: repost for easy forum searching
12/20/2007 (9:50 am)
I have invested alot of time Constructor debugging, and investigating BSP as TORQUE see it, here are some of my portal findings... Its important that the player can not see across multiple portal zones. If you have a place like a long hall, dont put portals along the long hall.
Portals MUST be square or rectangle, you can NOT make a functional portal if any of the portal's contacting walls do not meet at 90degrees. (Unless the opening is small, seems trapezoid portals work sometimes when they are less then 10 Torque Units tall.)
Multiple Portals along one plane will often lead to problems. Think of a multi level building with a wall of windows. In this case ONE big portal 'may' work best.
Think long and hard before placing portals, portal misuse, overuse will not help your performance, and might lead to hours of extra work.
Sometimes portals will NOT work no mater what, be sure all near geometry is clean and simple. And sometimes a portal works even when you TRY to build it wrong, often if the BSP project is small with only ONE portal.
Thats my findings to date, hope it holds true for others....
EDIT: repost for easy forum searching
Adam Wilson