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Post by yaznee on Apr 22, 2012 14:58:38 GMT
So whats the problem with it then? it's not hard!
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Post by yaznee on Apr 22, 2012 15:26:46 GMT
Well, you will have to send your VMF to Zeph or myself
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Post by yaznee on Apr 23, 2012 15:02:53 GMT
Well there's nothing different I can tell you than whats stated on that line I gave you!
"You can link an areaportal's Open/Closed state to a working door such as a func_door, func_door_rotating or a similar entity. To do this, the door to which you want the areaportal to link needs a unique "name". (Give the name by double-clicking on the door to open up its Object Properties window and give it a simple name under Name in the Class Info tab.) Once you have the door named, go to the areaportal's Object Properties and scroll down to "Name of Linked Door" and select the door to which you want to link the areaportal. Also (and this is very important) you need to set the Initial State of the areaportal to the Initial State of the door. What this does is to ensure that when the door is closed, the areaportal closes with it. If you're curious about what exactly the Open/Closed areaportal states dictate, if an areaportal is Open, all visleaves that are visible through the other side of the areaportal are rendered. Contrariwise, if the areaportal is Closed, then nothing beyond the areaportal will be rendered. So if there is an open hallway that you'll always be able to see into, the Initial State of the areaportal should be set to Open, not Closed. And when linked to a door, you won't be able to see past the door anyways, so set it to Closed if the door spawns closed (unless it has a transparent window, which then you should have the areaportal set to Open and don't even bother linking it to the door)."
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Post by yaznee on Apr 23, 2012 19:41:40 GMT
Huh? hit the upload button lol, if that doesn't work, I think you can attach files in a PM.
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Post by yaznee on Apr 23, 2012 19:54:02 GMT
Well there's somethings that needs to be func_detail ie: the pillars on the outside of the shop. I can't compile this btw, because I don't have the textures and it will just turn out pink and black, but I can fix the area portals for you.
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Post by yaznee on Apr 23, 2012 19:57:07 GMT
Ye sure
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Post by yaznee on Apr 23, 2012 20:00:45 GMT
CSS
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Post by yaznee on Apr 23, 2012 20:01:27 GMT
OH are they not custom?
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Post by yaznee on Apr 23, 2012 20:10:08 GMT
I'll get back to ya on that lol
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Post by yaznee on Apr 23, 2012 20:52:21 GMT
Check your PM.
First off, the map is only small, so I wouldn't worry too much about areaportals. I made 2 more areaportals at the front door and the window. This is the reason why it didn't work before, even though you linked it to the door correctly. I func_detailed the steps at the back of the building, the pillars and the base of the pillars, roof, and the door and window frames.
I also changed the direction of your shadow_controller to the same direction of your light_environment.
I'm pretty sure I didn't see a env_cubemap in there, so make sure to place one or two in the map.
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Post by yaznee on Apr 24, 2012 8:24:32 GMT
Done.
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Post by yaznee on Apr 25, 2012 18:09:14 GMT
LOLOLOL, Where is the door?
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Post by yaznee on Apr 25, 2012 19:29:54 GMT
It didn't look like that on mine, just delete the portals, you don't need them anyways.
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Post by Zeph on Apr 25, 2012 21:52:56 GMT
The area_portal should be the same thickness as the wall, and the 'far' side should turn into this invisible wall (nodraw, basically), but the door should be in the middle, and therefore hide it.
It looks like you have your area portal very thin and in front of the door.
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Post by Zeph on Apr 26, 2012 9:34:29 GMT
Is the room leaking?
Else make it thinner than the door, IE inside the door.
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