Editing Linked portal
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'''Linked portals''' are a powerful feature which make it possible to connect two separate areas of a map via the floor/ceiling or linedefs, allowing the player to see, shoot, and even move seamlessly from one area into another. They are used similarly to two-way portals, apart from the fact that you can pass through them. They can be used to create 3D architecture and room-over-room effects, with very few limitations. | '''Linked portals''' are a powerful feature which make it possible to connect two separate areas of a map via the floor/ceiling or linedefs, allowing the player to see, shoot, and even move seamlessly from one area into another. They are used similarly to two-way portals, apart from the fact that you can pass through them. They can be used to create 3D architecture and room-over-room effects, with very few limitations. | ||
{{backto|Portal linedef types}} | {{backto|Portal linedef types}} | ||
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==Line triggers== | ==Line triggers== | ||
# Class Trig Description | # Class Trig Description | ||
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385 Ext -- Apply portal to front sector | 385 Ext -- Apply portal to front sector | ||
==Terminology== | ==Terminology== | ||
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===Setting up wall portals=== | ===Setting up wall portals=== | ||
Wall portals are slightly simpler to implement. The two separate sectors must have the same floor and ceiling heights and the portal linedefs need to be of the same length and angle. | Wall portals are slightly simpler to implement. The two separate sectors must have the same floor and ceiling heights and the portal linedefs need to be of the same length and angle. They must also be two-sided, passable and have a buffer sector behind them, with enough depth so the portal is walkable by the intended actors (so they don't bump into the back wall of the buffer sector). | ||
The two linedefs will have the 376 and 377 specials (respectively, order not being important) and a common tag (which doesn't have to belong to any sector). | |||
Note that to render correctly, the buffer sectors behind them will need to have different light levels from the one in front of them. If the portal works correctly, they will never be visible during the game, and won't be accessible unless the user activates no-clipping mode. | |||
Here is a diagram on how to set up: | |||
----------x <----main area sectors---------> x--------- | |||
| Visible x---------x | |||
| | | | |||
| | |<linedef B | |||
x-------x | | type 377 | |||
linedef A>| |<-buffer sectors-> | | tag n | |||
type 376 | | x---------x | |||
tag n | | Never visible in-game | | |||
| | but wide enough to fit | | |||
----------x-------x walking objects x--------- | |||
Set their light levels to different values from neighbouring main area sectors | |||
===Lifts between sector portals=== | ===Lifts between sector portals=== | ||
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====Caveats==== | ====Caveats==== | ||
Though this may get fixed in future versions, make sure to connect the polyobject control sector (the one holding all prototype polyobjects) to the main area it will appear in. You can use tunnel sectors or joined sectors. To avoid glitches, the sector containing the prototypes must not be the same sector as the one where polyobjects will be spawned. | Though this may get fixed in future versions, make sure to connect the polyobject control sector (the one holding all prototype polyobjects) to the main area it will appear in. You can use tunnel sectors or joined sectors. To avoid glitches, the sector containing the prototypes must not be the same sector as the one where polyobjects will be spawned. | ||
==Caveats and limitations== | ==Caveats and limitations== | ||
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==Tutorial== | ==Tutorial== | ||
Refer to Zarkyb's [[linked portals tutorial]] for more examples on usage. | Refer to Zarkyb's [[linked portals tutorial]] for more examples on usage. | ||
==Examples== | ==Examples== | ||
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[[File:Linked_portals.png]] | [[File:Linked_portals.png]] | ||
[[Category:Editing]] | [[Category:Editing]] | ||
[[Category:Editing reference]] | [[Category:Editing reference]] | ||