Portaling DTS interiors
by Kenneth Eves · in Torque 3D Beginner · 10/07/2012 (7:54 pm) · 6 replies
Can someone point me to docs on using zone portals as a way to cull large DTS interiors?
I'm finding many forum references to it in older T3D versions, but not much current. Even a basic explanation would be fine to get me started.
I'm finding many forum references to it in older T3D versions, but not much current. Even a basic explanation would be fine to get me started.
About the author
<3 TGE/A Quickly becoming a fan of T3D 1.2
#2
Stick a zone in, place a portal in the side of the zone with the central line outside the zone. To link 2 zones together you use the portal as a bridge, keeping the central line of the portal outside both zones. It should turn a different colour when placed correcly, though you might have to jiggle the portal/zone slightly for this to happen.
Any portal which can see into another zone through a portal will render what is inside that zone. So just like in BSP, portaling is best done at doglegs/90 degrees.
I've not tried this with 1.2.
10/08/2012 (7:21 am)
Zone/portaling pretty much works like ye olde BSP, but with a few changes.Stick a zone in, place a portal in the side of the zone with the central line outside the zone. To link 2 zones together you use the portal as a bridge, keeping the central line of the portal outside both zones. It should turn a different colour when placed correcly, though you might have to jiggle the portal/zone slightly for this to happen.
Any portal which can see into another zone through a portal will render what is inside that zone. So just like in BSP, portaling is best done at doglegs/90 degrees.
I've not tried this with 1.2.
#4
10/08/2012 (8:25 am)
somebody will correct me if I'm wrong but I'm also sure you cannot cull parts of an object, so if your dts interior is a single model using zones and portals wont work.
#5
Looks like modular is the way to go rather than large single model. I'm trying to avoid running lighting calculations in other rooms if the player can't see into that room.
Do point and spot lights obey zoning? I remember seeing a light setting for this, but it might have been in TGEA.
edit: Nope. Any non-culled object is affected by a light even if the light is contained in a zone.
10/08/2012 (10:21 am)
Very helpful thanks.Looks like modular is the way to go rather than large single model. I'm trying to avoid running lighting calculations in other rooms if the player can't see into that room.
Do point and spot lights obey zoning? I remember seeing a light setting for this, but it might have been in TGEA.
edit: Nope. Any non-culled object is affected by a light even if the light is contained in a zone.
#6
I think it is that way... Anyway also if your single dts will not be culled should be culled any other models, players, etc. inside it so it could still worth to use a zoning...
10/08/2012 (12:06 pm)
Quote:somebody will correct me if I'm wrong but I'm also sure you cannot cull parts of an object, so if your dts interior is a single model using zones and portals wont work
I think it is that way... Anyway also if your single dts will not be culled should be culled any other models, players, etc. inside it so it could still worth to use a zoning...
Torque 3D Owner Scott Warren
A portal in essence is just a single pixel width of a Polygon without a texture and it's purpose is to seal the interior from the exterior to aid in rendering.
Any object that is not sealed hermetically and including windows and doors can be considered to be improperly made and the portal would fail.
A portal is used to seal the object hermetically which prevents other game objects from entering the interior. Sound, Light, Snow, Rain and if the portal has a collision mesh then it can be used to prevent players from entering the interior as well.