Forum

ASSIST, AMERICA'S ARMY COMMUNITY - RELIVE THE GLORY DAYS OF AMERICA'S ARMY 2.5

Author Topic: AntiPortals  (Read 9907 times)

0 Members and 1 Guest are viewing this topic.

Offline Spanky

  • <?php echo $opinion .' is better.'; ?>
  • Administrator
  • Posts like a Spanky!
  • *
  • Posts: 10,893
    • View Profile
    • NatesComp.com
  • AA: tigobitties
Re: AntiPortals
« Reply #15 on: Saturday, November 02, 2013, 20:49:57 PM »
I think what that video is saying is that since that map only has that small room, and because the wall in the middle is the same height as the room, it's in effect a donut shape. If you place an AntiPortal brush inside that that does not touch the wall (slightly thinner and smaller than the wall), it's technically outside the subtracted space because that map is so small. However, in Alley, since there's a HUGE subtraction to work inside of, the AntiPortal can be anywhere inside the main subtraction, regardless of whether or not it's inside BSP, mesh or just out in the open.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline NoBigDeal

  • Loyal Member
  • ****
  • Posts: 410
  • Banned
    • View Profile
Re: AntiPortals
« Reply #16 on: Saturday, November 02, 2013, 21:17:17 PM »
... the AntiPortal can be anywhere inside the main subtraction, regardless of whether or not it's inside BSP, mesh or just out in the open.
Not quite right... Make Antiportal outside of geometry, zoom out in 2D viewport and move map around - you can then noted disappearing parts of the map. Antiportal should be inside of geometry - completely invisible from outside.
« Last Edit: Saturday, November 02, 2013, 21:19:24 PM by NoBigDeal »
What if you could change the world by changing your perspective of it?
Would you?

Offline ELiZ

Re: AntiPortals
« Reply #17 on: Saturday, November 02, 2013, 21:50:55 PM »
I did some testing.

It might be a difference in the engine, but my tests with a map styled like the one in the video, having the Antiportal brush the exact same dimension, did NOT occlude objects.
DropBox: AntiPortal-Test1-DontWork.aao

Same Scenario, but the Antiportal a bit smaller than the wall and inside it, did NOT occlude objects.
DropBox: AntiPortal-Test2-DontWork.aao

But if the Antiportal brush sticks out, just by a little, it DOES Work, however that will cause objects to be occluded when they are not supposed to be.
DropBox: AntiPortal-Test3-Works.aao

So I recommend that you avoid Antiportal Brushes when dealing with the BSP, use the Surfaceflag instead.

Offline Spanky

  • <?php echo $opinion .' is better.'; ?>
  • Administrator
  • Posts like a Spanky!
  • *
  • Posts: 10,893
    • View Profile
    • NatesComp.com
  • AA: tigobitties
Re: AntiPortals
« Reply #18 on: Saturday, November 02, 2013, 21:58:58 PM »
Not quite right... Make Antiportal outside of geometry, zoom out in 2D viewport and move map around - you can then noted disappearing parts of the map. Antiportal should be inside of geometry - completely invisible from outside.
Right, do you do want it inside geometry so the player doesn't notice the engine occluding objects. I just was saying that it doesn't matter as far as the engine is concerned, as long as the AntiPortal is inside ANY subtraction, it will work.

ELiZ, I usually make AntiPortals slightly smaller than the geometry I'm putting them in for 2 reasons:
1. It's faster than figuring out the exact size of the geometry.
2. To avoid any potential sizing issues of getting the AntiPortal just outside the geometry.

Now that I figured out my problem, I don't have any issue putting AntiPortals inside of BSP. The AntiPortal surface flag is more efficient however you can only use it on Additions that don't have Subtractions in them (i.e. a door) otherwise the player will see a HOM effect in the doorway until they go through it. In that case, you either rebuild the building with different BSP (adding more) or just throw an AntiPortal brush inside the wall and call it good.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: AntiPortals
« Reply #19 on: Saturday, November 02, 2013, 22:07:17 PM »
I'm rather sure
DropBox: AntiPortal-Test2-DontWork.aao

Proves that placing it inside the BSP will not work.

Offline NoBigDeal

  • Loyal Member
  • ****
  • Posts: 410
  • Banned
    • View Profile
Re: AntiPortals
« Reply #20 on: Saturday, November 02, 2013, 22:22:38 PM »
I'm rather sure
DropBox: AntiPortal-Test2-DontWork.aao

Proves that placing it inside the BSP will not work.
Send me this map and a will tell you why...
What if you could change the world by changing your perspective of it?
Would you?

Offline Spanky

  • <?php echo $opinion .' is better.'; ?>
  • Administrator
  • Posts like a Spanky!
  • *
  • Posts: 10,893
    • View Profile
    • NatesComp.com
  • AA: tigobitties
Re: AntiPortals
« Reply #21 on: Saturday, November 02, 2013, 22:25:26 PM »
I'm rather sure
DropBox: AntiPortal-Test2-DontWork.aao

Proves that placing it inside the BSP will not work.


ELiZ, it's because of the reason I tried to explain before. You have the room setup as a donut shape. That wall is the same height as the main room subtraction thus when the engine 'compiles' (or whatever) the BSP, it ends up being donut-shaped and your AntiPortal is technically outside the map (main subtraction). If you make that wall slightly shorter and hovering above the ground, it would work. OR if you add another larger subtraction around the whole room.

*EDIT*
Maybe this view can explain it better than I can:
https://dl.dropboxusercontent.com/u/464376/aac_maap/antiportal4.PNG

The editor optimizes the BSP cuts and when 2 BSP surfaces are aligned (the wall against the ceiling and floor) it merges them so there's less to render.


I was wrong. See the next post.
« Last Edit: Saturday, November 02, 2013, 22:39:32 PM by Spanky »
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline Spanky

  • <?php echo $opinion .' is better.'; ?>
  • Administrator
  • Posts like a Spanky!
  • *
  • Posts: 10,893
    • View Profile
    • NatesComp.com
  • AA: tigobitties
Re: AntiPortals
« Reply #22 on: Saturday, November 02, 2013, 22:37:32 PM »
Slap my ass and call me Judy. Your Test2 actually does work without any modifications:


So, it doesn't matter that the AntiPortal is technically outside the main subtraction/geometry. Maybe Epic fixed that in the build we have?
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: AntiPortals
« Reply #23 on: Saturday, November 02, 2013, 22:47:04 PM »
Slap my ass and call me Judy. Your Test2 actually does work without any modifications:


So, it doesn't matter that the AntiPortal is technically outside the main subtraction/geometry. Maybe Epic fixed that in the build we have?

Whatever you see in the editor, is not what the client sees
AntiPortal-Test2-Fixed-Works-Spanky.aao
Do not work..
Something makes it work in your editor, but not ingame for a client:
I'm uploading a video to youtube.. will post shortly

@VendorX

https://dl.dropboxusercontent.com/u/62876385/AntiPortal-Test2-DontWork.aao

Offline ELiZ

Re: AntiPortals
« Reply #24 on: Saturday, November 02, 2013, 22:50:37 PM »
[youtube]k-JCNVU4itc[/youtube]

Offline ELiZ

Re: AntiPortals
« Reply #25 on: Saturday, November 02, 2013, 22:53:18 PM »
The above video was shot in 2.4.1 Client.

Offline ELiZ

Re: AntiPortals
« Reply #26 on: Saturday, November 02, 2013, 23:00:21 PM »
I'm been unable to issue the command RMODE 1 in the 2.5.0 client.


But here is a SS showing STAT RENDER, and looking on the amount of triangles it shows rendered, I think it's clear that it renders all those balls behind that wall..


Offline Spanky

  • <?php echo $opinion .' is better.'; ?>
  • Administrator
  • Posts like a Spanky!
  • *
  • Posts: 10,893
    • View Profile
    • NatesComp.com
  • AA: tigobitties
Re: AntiPortals
« Reply #27 on: Saturday, November 02, 2013, 23:09:07 PM »
ELiZ, do the same test again except get right up against the wall, you will see StaticMesh poly count start to drop to 1/3 or so. I think this is due to the fact that the AntiPortal brush isn't very large and you're so close to the objects, being in the same room. I'm not sure why the editor shows the StaticMeshes fully occluded even when at a significant distance from the wall, perhaps it's just rendering differences.

This effect happens on your version 2 and both of the ones I edited.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: AntiPortals
« Reply #28 on: Saturday, November 02, 2013, 23:24:56 PM »
This is me standing right up to the wall in the v2 you edited.



Sure, less triangles, but that because there is less balls in view

Offline ELiZ

Re: AntiPortals
« Reply #29 on: Saturday, November 02, 2013, 23:33:27 PM »
If I convert the middle wall to a staticmesh, and place the Antiportal into that mesh this is the result:



Up close, not a ball in sight



All I'm saying is that don't count on what you see in the editor

 

Download Assist

×

Download Game Client

Important: Battletracker no longer exists. However, old Battletracker accounts may still work. You can create a new 25Assist account here

Download Server Manager