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Tutorial [MAPPING] areaportal_window

Discussion in Resources & Tutorials started by LadyMoOnLiGht, Nov 11, 2010

  1. Oct 10, 2010
    Posts
    This is useful for windows on houses,
    to push up the FPS.

    This hides props and stuff from be rendered, even you look on it
    (a normal area_portal is open when you look on it).


    Steps:

    Make a window (a hole in the wall xD).
    Make a window-frame (not a must, but it looks better).
    Now make 3 brushes: the glass-window, the area_portalwindow and an func_brush.
    Glass and area_portal brush 1 nunit, the func_brush 3 units thick.

    Set the texture tools/black on the func_brush.
    Effect: The window fades to black, if you go away from and view on it.

    Fit the glass-window to the frame, the func_brush also,
    and the area_portalwindow to the solid walls

    Make frame and glass to func_detail
    (If the window has to be breakable,
    make it func_breacable, of course ^^)

    2d Topview:
    [IMG]


    Go to the func_brush and give it a name.
    [IMG]


    If the window is breakable, make the func_brush not solid.
    [IMG]


    Now on the area_portalwindow,
    set the rendered window.
    Use the name of the func_brush what you set before.
    [IMG]


    Thats all you have to do :smile:


    Now lets see how it works:


    Open portal, you can see the props behind
    [IMG]


    Closed portal: nothing behind it will be rendered
    and you pushed up the fps ^_^
    [IMG]

    You can check by getting the example map
    (*.bsp + *. vmf)

    http://www.zombienetwork.net/forum/download/file.php?id=3311

    PS
    Sorry for my bad english -.-
  2. Oct 10, 2010
    Posts
    i dint saw there is an subforum for mapping tuts
    please someone move it there
  3. Nov 6, 2010
    Posts
    Another good mapping trick is using the hint texture on doorways to limit cube maps and limit the clients rendering distance.
    :grin:
  4. Aug 8, 2010
    Posts
    very nice :grin: thanks!