Talk:Func areaportal: Difference between revisions
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==AreaPortal Version== | ==AreaPortal Version== | ||
What does this mean, what versions are there and what do they do? --[[User:Mandrew|Mandrew]] ([[User talk:Mandrew|talk]]) 03:03, 9 October 2019 (UTC) | What does this mean, what versions are there and what do they do? --[[User:Mandrew|Mandrew]] ([[User talk:Mandrew|talk]]) 03:03, 9 October 2019 (UTC) | ||
:{{Stamp|type=agree}} Also, i think we have to add it to the page, even if it does nothing. GMod's FGD says that it "Differentiates between shipping HL2 maps and maps using new engine features." It gets weirder when the default value is 1 (can't even edit it with SmartEdit enabled), and my common sense is telling me that there were basically no changes at all..? Unless if the first version was 0 of course. [[User:Secton|Secton]] ([[User talk:Secton|talk]]) 05:05, 17 August 2025 (PDT) |
Revision as of 05:06, 17 August 2025
The topic of areaportals themselves, is by far too big for areaportals to be detailed, or even properly described, here. Instead, users should be directed to the new areaportal page instead, for an explanation. --Andreasen 09:27, 16 Sep 2007 (PDT)
There is alot of information on the "areaportals" page, I wish someone would have mentioned these two things on this discussion page.
1. when making an area portal the room has to be sealed so that if you poured water into the room you are trying to use the func_areaportal on it would not be able to leak that water. Each room you are sealing off must be leak proof as if it is it's own minimap.
2. Leaving the func_areaportal in it's default "open" state worked best for me. Through the reading I had done it had mislead me to think that every portal needed a trigger or a door tied to it to be most effective. After much testing "open" area portals work wonderfully.
There are some great tutorials on youtube and I feel visually you need to see it to understand it if you are new to using func_areaportal's.
func_areaportal is used to help framerate by telling your client when to and not to draw objects in the room/area you are sealing off with it.
Please read the areaportal page, it's both informative and entertaining to say the least.
Portal 2 and prop_testchamber_door
Does the "areaportal that is controlled" and the "door that is linked" need to be both set in both brush entity and point entity? Also, is it fully working? I got my portal semi-working when it is open, but when it is close, it gives me a hall of mirrors effect, while there is no leak (no possibility for the portal to "see itself" ? --ArmageddonSnipe 04:15, 7 July 2012 (PDT)
Usually the hall of mirrors effect is when the areaportal can be seen when it is closed. If you assing it to the door, make sure that the areaportal is fully contained insie the door model, and that the areaportal is linked to the door, not the other way around. This should fix your problem (Although, it has been a while since I'v done much mapping, so I may be wrong here) MLSTRM 14:30, 7 July 2012 (PDT)
Thanks, (well the hall of mirror was only visible using the mat_wireframe command, but i was freightened portal didn't work, as this usually indicate a leak..),i'll try it out.--ArmageddonSnipe 09:26, 8 July 2012 (PDT)
AreaPortal Version
What does this mean, what versions are there and what do they do? --Mandrew (talk) 03:03, 9 October 2019 (UTC)
- Agree Also, i think we have to add it to the page, even if it does nothing. GMod's FGD says that it "Differentiates between shipping HL2 maps and maps using new engine features." It gets weirder when the default value is 1 (can't even edit it with SmartEdit enabled), and my common sense is telling me that there were basically no changes at all..? Unless if the first version was 0 of course. Secton (talk) 05:05, 17 August 2025 (PDT)