Editing Portal

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Fixed plane portals (as the name implies) render a single, fixed plane into the portal window. The plane is always rendered at the same height and texture offset even when the camera changes its position.
Fixed plane portals (as the name implies) render a single, fixed plane into the portal window. The plane is always rendered at the same height and texture offset even when the camera changes its position.


Line special (UDMF format): [[Portal_Define]]
Line specials:
 
Line specials (classic Doom format):


:283 Apply fixed plane portal to the ceilings of tagged sectors
:283 Apply fixed plane portal to the ceilings of tagged sectors
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The front side sector of the special line is used to generate the plane. The ceiling texture, sector light, and ceiling texture scrolling are all used as attributes for the rendered fixed plane. The absolute height of the ceiling is used as the height of the plane. That is, if the special line front sector has a ceiling height of 64, the plane will always render at 64 units above the camera height. If the ceiling height is 128, the plane will always render at 128 units above the camera height, and so on.
The front side sector of the special line is used to generate the plane. The ceiling texture, sector light, and ceiling texture scrolling are all used as attributes for the rendered fixed plane. The absolute height of the ceiling is used as the height of the plane. That is, if the special line front sector has a ceiling height of 64, the plane will always render at 64 units above the camera height. If the ceiling height is 128, the plane will always render at 128 units above the camera height, and so on.


==== Example ====
For example:
===== Classic Doom format =====


[[Image:Pfixedplane01.png]]  [[Image:Pfixedplane02.png]]
[[Image:Pfixedplane01.png]]  [[Image:Pfixedplane02.png]]


The left image shows a simple map with a small sector off to the side of the rest of the map. One of the lines in this sector has been given  a 283 special which will apply a fixed plane portal to all tagged sector ceilings. The height of the dummy sector is set to 128, the blue water texture FWATER1 is the ceiling texture, there is no scrolling applied to the ceiling, and the ceiling height is 128.
The left image shows a simple map with a small sector off to the side of the rest of the map. One of the lines in this sector has been given  a 283 special which will apply a fixed play portal to all tagged sector ceilings. The height of the dummy sector is set to 128, the blue water texture FWATER1 is the ceiling texture, there is no scrolling applied to the ceiling, and the ceiling height is 128.


The right image shows what the map looks like in [[Eternity]]. Notice the rendered height of the plane is the same as a ceiling 128 units above eye level.
The right image shows what the map looks like in [[Eternity]]. Notice the rendered height of the plane is the same as a ceiling 128 units above eye level.
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The highlighted wall has been given a special of 289 and tagged to the portal line. In-game, the tagged wall now displays the portal. Note: The 289 line special works for all portal types.
The highlighted wall has been given a special of 289 and tagged to the portal line. In-game, the tagged wall now displays the portal. Note: The 289 line special works for all portal types.
===== UDMF format =====
In [[UDMF]], you still use a dummy sector, but instead of using classic specials 283-285, you use [[Portal_Define]] and give it a unique portal ID (to be sure, just use editor's "find new tag" feature or pick a large number such as 1000). Then select all sectors or linedefs where you want the portal to appear, and set their '''floorportal''', '''ceilingportal''' or (for linedefs) '''portal''' UDMF fields to the same portal ID.


=== Horizon Plane Portals ===
=== Horizon Plane Portals ===
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Horizon portals display two planes which appear to go on forever until they meet in the middle (horizon). The plane coordinates are not fixed, and will appear to move with the camera. This can be used to achieve the illusion that water or grass goes off far into the distance without having to make overly large sectors.
Horizon portals display two planes which appear to go on forever until they meet in the middle (horizon). The plane coordinates are not fixed, and will appear to move with the camera. This can be used to achieve the illusion that water or grass goes off far into the distance without having to make overly large sectors.


Line specials (UDMF): [[Portal_Define]], [[Line_Horizon]]
Line specials:
 
Line specials (classic Doom format):


:286 Apply horizon portal to the ceilings of tagged sectors
:286 Apply horizon portal to the ceilings of tagged sectors
:287 Apply horizon portal to the floors of tagged sectors
:287 Apply horizon portal to the floors of tagged sectors
:288 Apply horizon portal to the floors and ceilings of tagged sectors
:288 Apply horizon portal to the floors and ceilings of tagged sectors
:450 Apply horizon portal on this line using the floor and ceiling of front sector (tag not used)
==== Example ====
You can use classic types 286-288 or UDMF [[Portal_Define]] in a similar way to the plane portals. But much easier is to use classic 450 or UDMF [[Line_Horizon]] on a sector's walls to copy its floor and ceiling rendering into infinity. No tag or args needed for this. Following is an example using 286-288.


Like the fixed plane portals, the front sector of the special line is used. The top plane uses the front sector ceiling (height, texture, scrolling, light) as its model, and the bottom plane uses the front sector floor (height, texture, scrolling, light) as its model. Example:
Like the fixed plane portals, the front sector of the special line is used. The top plane uses the front sector ceiling (height, texture, scrolling, light) as its model, and the bottom plane uses the front sector floor (height, texture, scrolling, light) as its model. Example:
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Skybox portals draw another part of the map into the portal window. The scene in the portal window will use the angle from the player camera, but will render the scene from the location of the skybox camera. This helps create the illusion that the contents of the skybox actually surround the map and are much larger in size than they really are.
Skybox portals draw another part of the map into the portal window. The scene in the portal window will use the angle from the player camera, but will render the scene from the location of the skybox camera. This helps create the illusion that the contents of the skybox actually surround the map and are much larger in size than they really are.


Line special (UDMF): [[Portal_Define]]
Line specials:
 
Line specials (classic Doom format):


:290 Apply skybox portals to the ceilings of tagged sectors
:290 Apply skybox portals to the ceilings of tagged sectors
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The front sector of the special line becomes the "skybox sector". This is not the only sector that gets rendered, but this sector is where [[Eternity]] will look for the skybox camera object which will be the point the skybox is rendered from.
The front sector of the special line becomes the "skybox sector". This is not the only sector that gets rendered, but this sector is where [[Eternity]] will look for the skybox camera object which will be the point the skybox is rendered from.


==== Example ====
For example:


[[Image:Pskybox01.png]]
[[Image:Pskybox01.png]]
(for UDMF, use [[Portal_Define]] with a unique portal ID and the sector '''floorportal''', '''ceilingportal''' and linedef '''portal''' fields.)


This map has a skybox portal applied to the ceiling and wall of the sector with the player start. The "Skybox sector" is the small rectangular one which contains the EESkyboxCam object. The camera object always spawns on the floor, so the skybox sector has been made a glass floor 48 units above the surrounding area so the camera will be above the floor of the box.
This map has a skybox portal applied to the ceiling and wall of the sector with the player start. The "Skybox sector" is the small rectangular one which contains the EESkyboxCam object. The camera object always spawns on the floor, so the skybox sector has been made a glass floor 48 units above the surrounding area so the camera will be above the floor of the box.
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:''See: [[Linked portals]]''
:''See: [[Linked portals]]''
[[Category:Editing]]


==Copying portals==
==Copying portals==
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You can use linedef special 385 to copy a like-tagged sector's floor/ceiling portal to the front sector. Useful when the front sector needs to have a different tag, and you don't want to add more control linedefs to address it. In this case, you can use this 385 special to copy the portal.
You can use linedef special 385 to copy a like-tagged sector's floor/ceiling portal to the front sector. Useful when the front sector needs to have a different tag, and you don't want to add more control linedefs to address it. In this case, you can use this 385 special to copy the portal.
===Copying to the lower or upper front edge of the linedef===
===Copying to the lower or upper front edge of the linedef===
This is what we sometimes call "edge portals", because they apply on upper and lower edges of a linedef (where normally such a texture is applied). They're always on the front side.
With the latest development builds, a portal that resides on the back sector of the linedef can be copied, as an extension, to the front side's lower or upper part. You need to use the [[ExtraData]] LOWERPORTAL or UPPERPORTAL extended linedef flag.
 
A portal that resides on the back sector of the linedef can be copied, as an extension, to the front side's lower or upper part. On UDMF, use the '''upperportal''' and '''lowerportal''' boolean attributes of '''linedef'''. In the classic format, you need to use the [[ExtraData]] LOWERPORTAL or UPPERPORTAL extended linedef flag.
 
If it's a linked portal, the side in the other layer should most likely have a standard wall portal leading back. In UDMF, give that linedef the '''portal''' attribute with the same value as the ceiling or floor's portal ID ('''ceilingportal''', '''floorportal''') of the containing sector. In the classic format, it has to be defined with classic special 376 (apply linedef linked portal) and the tag of this linedef.


See also [[Edge portals]].
If it's a linked portal, the other side may most likely have a standard wall portal, which has to be defined with special 376 and the tag of this linedef.


==Examples==
==Examples==
[https://s3-eu-west-1.amazonaws.com/eternity/portals_reflective.wad portals faking reflective floors]
[https://s3-eu-west-1.amazonaws.com/eternity/portals_reflective.wad portals faking reflective floors]
[[Category:Editing]]
[[Category:Portals]]
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