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The one thing I truly don't understand in UED mapping is antiportals and portals. If someone really experienced, like on the RO team, could tell me just what they do and how exactly to use them? Thanks a lot.
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.
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.
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.
Haha, whoops. I finished reading a post made by DeV and thought he was the topic starter. Sorry about that, I blame whoever invented 4AM. I'll edit that out now.
Thanks guys! It helps a lot. One thing I don't understand still, is how one physically makes something antiportal and portal. Do you make a brush and apply a certain texture? Thanks again.
when you make an anti portal its just like adding a brush. It must be a convex shape- concave shapes will not work in the editor or engine. so an L shaped brush added as an anti-portal will crash the editor, not run etc.
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