Portalling problem on a curved opening
by Andy Wright · in Artist Corner · 04/17/2009 (5:38 am) · 7 replies
anyone have any suggestions on how to get this to portal ? what i dont understand is that its correctly 'zoning' when i portal it, but i cant turn the ambient off with the portals, it always fully relights the interior, so im presuming theres a problem with the portals... tried 3 different map2dif's, plus constructors export to dif, same problem on all exports, any suggestions greatly appreciated


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#2
note for the future aswell, if you have trouble with a portal thats turning off the ambient, or leaves a 'seam' that shows the abmient, try spinning it 180deg...
04/20/2009 (1:06 am)
Managed to get it to portalnote for the future aswell, if you have trouble with a portal thats turning off the ambient, or leaves a 'seam' that shows the abmient, try spinning it 180deg...
#3
I am sure people would be interested in seeing this.
04/20/2009 (1:28 am)
Andy, do you possibly have screens showing the differences ?I am sure people would be interested in seeing this.
#5

Spinning the portal brush around 180 deg's removed it, i would presume the way it compiles a portal in map2dif is rather then a 1 unit deep brush, it takes one face of the brush as the portal, and the other 5 faces are ignored, flipping it around puts it on the correct side to block the ambient out from that side
this is the difference between ambient on and off in that dif

I much prefer the ambient off lighting, but it doesent look like i can make a 'modular' kit like that with portals, theres no way of fully occluding torques ambient on the interior tunnel with the portals, while avoiding them overlapping when placed in torque causing major console spam due to colliding zones.
Andy.
edit:// Made the side by side picture smaller to fit... i thought they fixed the issue with wide pictures in the forums ?
04/20/2009 (8:15 am)
This is what i meant by a 'seam' left by the portal
Spinning the portal brush around 180 deg's removed it, i would presume the way it compiles a portal in map2dif is rather then a 1 unit deep brush, it takes one face of the brush as the portal, and the other 5 faces are ignored, flipping it around puts it on the correct side to block the ambient out from that side
this is the difference between ambient on and off in that dif

I much prefer the ambient off lighting, but it doesent look like i can make a 'modular' kit like that with portals, theres no way of fully occluding torques ambient on the interior tunnel with the portals, while avoiding them overlapping when placed in torque causing major console spam due to colliding zones.
Andy.
edit:// Made the side by side picture smaller to fit... i thought they fixed the issue with wide pictures in the forums ?
#6
I'd noticed that issue (portals edge) but it hadn't occured to me to rotate the portal. (in modding and stuff you have to choose which face you want to use of the portal brush).
Confusion:
In Constructor go into object/worldspawn settings/properties, select a portal brush, turn ambient_light to 1. DIF ambient is disabled, portals let mission area sunlight through. You have to do each portal individually.
It's usually best to have a trial-run with DIF ambient first to make sure that your portals are working.
04/20/2009 (9:08 am)
image height=640 width=480]www.yourimage.jpg[/imageI'd noticed that issue (portals edge) but it hadn't occured to me to rotate the portal. (in modding and stuff you have to choose which face you want to use of the portal brush).
Confusion:
Quote:I much prefer the ambient off lightingYou mean allow sun light through the portal yes?
In Constructor go into object/worldspawn settings/properties, select a portal brush, turn ambient_light to 1. DIF ambient is disabled, portals let mission area sunlight through. You have to do each portal individually.
It's usually best to have a trial-run with DIF ambient first to make sure that your portals are working.
#7

This is the same view but the left has the portals turning off the ambient. just need some torches up on the wall in the larger arches, i feel it gives alot more atmosphere having full control over the lighting for things like tunnels and dungeons... just a shame it wont work on something modular, it either has to have the seams like the pic above, or a constant error spam in the console due to overlapping zones :/
04/20/2009 (9:43 am)
nah steve i prefer the portals to turn the ambient off, and light it myself, have much better control over the lighting hue and with the right settings can get very nice shadowing in there too, on an interior, an enclosed dif has no shadowing within itself, just the monotone ambient colour from the sun. You can get nice shadows though by changing the lightin scales in the .map properties
This is the same view but the left has the portals turning off the ambient. just need some torches up on the wall in the larger arches, i feel it gives alot more atmosphere having full control over the lighting for things like tunnels and dungeons... just a shame it wont work on something modular, it either has to have the seams like the pic above, or a constant error spam in the console due to overlapping zones :/
Torque Owner ChrisG
You may be able to get away with irregular shaped portals - but not always.
BTW: I've never had much luck getting portals to work in Constructor and I use Quark for structures that require portals...