• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Level Design Someone give me the rundown on antiportals please.

I think the way portals work is by zoning out your map. So lets say you have two rooms, and each room contains 5 SM's. What you do at the door way is put a portal and it will divide the rendering in the two rooms, so that if you are staring at the wall you wont be rendering any thing that is in the next room. In a way it is very similiar to a AP.
 
Upvote 0
Zoneportals - Stick these in open spaces like windows, doorframes etc to zone off an area. Which means that when you're inside that area everything outside it doesn't get rendered.

Antiportals - Stick those inside BSP walls etc to make everything behind it not render when you look at the AP. AP's have to be convex shaped and HAVE to be stuck inside BSP geometry.

At least that's the way I've learned it.
 
Upvote 0
This site will probably help you Zell. It also has a lot of other helpful pages if you take a look around.

http://www.angelmapper.com/tutorials/optimization2.htm

Anti Portals are basically large volumes that are placed inside of large objects (walls, hills, etc) that occlude everything on the other side. For example on Bondarevo the West Farm is on top of a hill and there are hills by each tank spawn. This is done so that if a player is on one side of the hill their computer will not have to render anything on the other side. So instead of all players having to render the SMs and Vehicles in the spawns they only render them if they go over the hill. For large maps this is one of the best ways to optimize the level.
 
Last edited:
Upvote 0
To make an antiportal make the red builder brush the way you want the antiportal to be and click :
UEdIntro11f.jpg
 
Upvote 0