Langerd Posted October 10, 2016 Posted October 10, 2016 I cant find any good tutorial.. And yeah i googled it.Anyone know example how to use this? And also important thing - Would it work on the MD3 terrain
Ramikad Posted October 10, 2016 Posted October 10, 2016 It seems to still be some sort of a mystery. From what I've experimented, they're supposed to be hidden within geometry, models or brushes, large enough so that it will stop rendering everything that's behind it. I tried it with a scaled crate model, and it seemed to work. Can't say much more about it - I'm not sure if there's a min or max size for the antiportal to work. Langerd likes this
mrwonko Posted October 10, 2016 Posted October 10, 2016 Take a brush, put system/skip on all sides except the one with antiportal on it. The brush will not be included in the bsp and thus won't be visible ingame, but will be taken into account during VIS calculation, i.e. leafs on the opposite side won't be rendered. As far as I understand misc_models are stored as trisoups in the bsp and can thus only be completely visible or invisible, unless you forcemeta them using spawnflags 4 or an appropriate shader. Langerd likes this
Langerd Posted October 10, 2016 Author Posted October 10, 2016 Take a brush, put system/skip on all sides except the one with antiportal on it. The brush will not be included in the bsp and thus won't be visible ingame, but will be taken into account during VIS calculation, i.e. leafs on the opposite side won't be rendered. As far as I understand misc_models are stored as trisoups in the bsp and can thus only be completely visible or invisible, unless you forcemeta them using spawnflags 4 or an appropriate shader.so this is just a wall that makes everything invisible what is behind it right? This can optimize in many many ways D8 Is there any limit of this? is here any movie or tutorial that show this?
mrwonko Posted October 10, 2016 Posted October 10, 2016 Well, keep in mind that visibility is offline in idTech3, so everything behind it is only approximately invisible. I'm not sure there are any in-depth tutorials on antiportals in particular, but I recommend just learning about VIS in general.
Langerd Posted October 10, 2016 Author Posted October 10, 2016 I found this : http://www.ettruecombatelite.hol.es/tutorial_optimizacion_antiportal.htmdont understand much but this images below.. show How it works i think Ramikad likes this
Ramikad Posted October 10, 2016 Posted October 10, 2016 I found this : http://www.ettruecombatelite.hol.es/tutorial_optimizacion_antiportal.htm dont understand much but this images below.. show How it works i think Yep, that's pretty much it. Hide into geometry to stop rendering everything behind it when facing it. Langerd likes this
mrwonko Posted October 10, 2016 Posted October 10, 2016 Keep in mind that this only makes sense if you properly use detail brushes or have models you want to block VIS. Langerd likes this
eezstreet Posted October 10, 2016 Posted October 10, 2016 Take a brush, put system/skip on all sides except the one with antiportal on it. The brush will not be included in the bsp and thus won't be visible ingame, but will be taken into account during VIS calculation, i.e. leafs on the opposite side won't be rendered. As far as I understand misc_models are stored as trisoups in the bsp and can thus only be completely visible or invisible, unless you forcemeta them using spawnflags 4 or an appropriate shader.What's the difference between a two-sided antiportal and an areaportal?
mrwonko Posted October 10, 2016 Posted October 10, 2016 What's the difference between a two-sided antiportal and an areaportal?Areaportals are for doors, their VIS-visibility is toggled when the door opens. Antiportals are always opaque to VIS (albeit not rendered in-game). I imagine as you enter a two-sided antiportal, the world behind you vanishes (while you still can't see in front of you), then as you emerge on the other side, that half of the world pops into existence.
Langerd Posted April 17, 2018 Author Posted April 17, 2018 This is hugggge return to this topic. There are bit of problems with the anti portal. Sometimes it is cutting to much or in angles that i didnt want to or it compwtely remove the part of the map which i am standing on. Have some one use it for map making? Can you show me screens fromgtkradiant how you placed your antiportals? I must optimaze my jabba sail barge map.. this wont be easy task Vis was always hard for me to understand and i always made maps to use it very rarely... but here it is full open area map. And it is hard as hell
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