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Thatâ€™s it for your portal. Because this portal creates a complete seal around all walls and splits the map into three separate areas, you have effectively created two portals: one portal in each hallway.
Make sure to save the map at this time.
A portal is created when you texture a brush face with the Visportal texture.
122 Part III: Expanding Your Creation
Can You See Me?
After you have better optimized your map, take a look at the benefits. Compile the map and run the BSP command by selecting BspObsp. After the map is compiled, launch the game by pressing F2. Run the level from the console by typing devmap game/chapter10 and pressing Enter. (chapterlO is the name of your most recently saved and compiled map.)
When the level is loaded and playing, you should notice the outlines around all the polygons. The result should be something similar to what you see in Figure 10-13. If you donâ€™t see these lines, refer to the section, â€śCommanding as a developer,â€ť earlier in this chapter, for the console commands that must be entered to fix this problem.
Now that youâ€™ve optimized the map, you can see that all your prior problems have been solved. The first noticeable difference is that you canâ€™t see the other room until you walk into the next area of the map. This means your portals were created correctly. The next thing you see is that you donâ€™t have any unnecessary polygons. Previously, such spots as the entrances to the hallway had additional splits in the wall, which are now gone. Finally, you see that the floor and ceiling in the hallway are indeed properly splitting. This tells you that the texture values throughout these brushes are exactly the same and that the compiler was able to merge them as expected.
The portal brush doing its job. The game no longer has to render the second
Chapter 10: Building with Optimization in Mind 123
If you do see additional splits in the hallway of your level, you need to go back and fix them. Rather than moving brushes around, just copy and paste the textures again to make sure that the texture values are the same throughout. This trick solves the problem.
If you can see the outlines in the second room from the first, you need to check your portal brush. The portal brush must be completely sealed around the walls, ceiling, and floor. Without a complete seal, the portal will leak, and the game will render the other room. Look for the leak within the editor and either move the portal brush around to fix it or delete and reinsert your portal brush.
124 Part III: Expanding Your Creation
Heading to the Great Outdoors
In This Chapter
^ Adding an outdoor area ^ Texturing the outdoors ^ Creating doors between areas ^ Using special lighting techniques ^ Setting up the doors to move for the player
rhe preceding chapters help you get a well-optimized indoor map well underway with a couple rooms and a hallway connecting them. However, this map is still pretty small. Now you should continue the expansion, but instead of adding rooms and halls, in this chapter I show you how to head outdoors and work on a different type of environment.
In this chapter, you build your outdoor environment like an addition to the structures in your current map. From there, you apply special textures to make the addition look like the outside world. Then you add some special lighting effects to complete the feel of your map. You need a way to get inside and out, so you install a doorway and an actual door for your player to interact with.
Building Another Addition
Building an outdoor addition is structurally the same as working indoors. You need to create a sealed area that extends from your current work. You need walls, a floor, and a ceiling. However, instead of using concrete or brick, textures on this outside area, you must apply textures that display a sky, dirt, and other outdoor ambiance.
126 Part III: Expanding Your Creation
The edge of the map where sky meets structure.
Although the process of building an outdoor environment is simple, you need to plan out a few important details before you begin. Structurally, an outdoor area is a box with a texture on the floor resembling grass or dirt and the rest of the brushes textured with a sky texture. However, when the player approaches the edge of the box, nothing will visually signal the edge of the map. The player will just find himself on the brink of nothing, and he will be unable to move forward. Figure 11-1 is an example of what a map looks like when the player can see over its edge. Because this can be confusing, you need something here that tells the player, â€śYou canâ€™t go beyond this point.â€ť