Mordeth
Administrator
Posts: 1704
Registered: 05-00 |
Proper functioning of portals very much depends on the way you construct them, and this proper way to construct them has changed from version to version. This may explain why some portals suddenly break with the release of a new Eternity version.
I'd like to compare notes with some other Eternity-using level designers.
Ceiling portal using old (not 2-way) trigger: easy to do. Setup: sector B, tagged, 0/128, ceiling F_SKY, inside sector A. Portal C to be drawn on top of B, 128/160, floor F_SKY. Sometimes I use non-SKY & tagged ceiling patches inside B to prevent hitting projectiles from disappearing. The edge between B en C I usually do in the portal itself (eg sector D around C in portal area, 144/160, border textured). Creating an double edge (border texture in B and another one in C) seems prone to cause HOM more earlier when walking away from the virtual camera.
Floor portal using old (not 2-way) trigger: tricky when used as "hole" in floor. Maximum "depth" of the "hole" about 32, because it will cause HOM when player's view goes below the portal plane. Setup: normal sector A (say, 0/128); inside that sector B as a border, -8/128; floor = F_SKY, borders A/B textured, tagged; inside that sector C, -32/128, borders not textured. Portal area next: D (-33/128) on top of area B+C, ceiling = F_SKY, borders not textured. And eg E (-33,-8) around D for the portal view. Floor portals always need a border, but along 1s borders you can sometimes forego them.
As always, going too far away (relative to size of portal effected area) from the virtual camera will cause HOM, usually starting at some point of height difference within the portal. And it usually happens for ceiling portals; floor portals seem not be bothered too much by this.
I'll try and provide some test levels with different kinds of portals this weekend, plus experiment some more with 2-way portals (which I hope will give me more freedom with floor portals).
Is this also the way things are set up for those people reporting broken portals? Or did you do it differently?
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