Editing
Portal Define
(section)
From Eternity Wiki
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Portal type details== ===Plane and horizon portals=== These are the simplest portals to define. The drawn flats and light effects are defined by linedef's front sector. ===Skybox portals=== Skybox portals require an '''EESkyboxCam''' (doomednum 5006) thing to exist in linedef's front sector. ===Non-interactive anchored portals=== These portals render the area next to the ''anchor line'' relative to the current line as if it were part of the same design, but only visually, without gameplay interaction. This can be used for decorating. As such, it has less overhead and more freedom than the linked portals. Mainly, the view can be rotated from the source area to the target area, and the angle of rotation is determined by the angle difference between the source and anchor linedef. You can add 180 degrees to the rotation by setting ''flipped'' to 1. In addition, you can also add a vertical (Z) offset to the view between source and anchor by setting a nonzero value to the ''Z parameter'' (needed because you can't easily define a Z difference just from the linedefs in the map). ===Linked portals=== These are the portals that allow two areas to connect both visually and physically. It's subject to more restrictions than visual portals: distances between areas, if connected by different portals, must be consistent. It's still possible to make up paradoxes, but not directly. Also, rotations and Z offsets are not (currently) supported. A concept that exists in linked portals but not visual anchored portals is the ''plane Z'' (vertical position). It only applies to sector portals (appearing on floors and ceilings) and represents the height where the portal appears, independent from sector's surface heights. Whenever the sector's surfaces move, the portal remains at the same Z position, and can be concealed (and inaccessible) if the sector plane gets closer to the viewer than the portal. This contrasts with the visual anchored portals, where the portal's plane Z moves together with the floor or ceiling. This feature is needed to make elevators that go through portals possible. Such elevators would also use the [[attached surfaces]] feature. The ''Z parameter'' offsets the position of the initial plane Z. Where the initial plane Z is initially placed depends on the front sectors of both the current line and the anchor line: *If the anchor line's front sector average between floor and ceiling height is greater than current line's front sector's, the plane Z will be the current line front sector's ceiling height. *If the anchor is lower than the current sector, then the plane Z will be at front sector's floor height. *If both the source and anchor line are placed in equal height sectors, the plane Z will also be at front sector's floor height. Since each linked portal has its own plane Z, multiple sector portals connecting the same two areas, but at different Z coordinates, must have separate portal IDs (and thus be defined by separate '''Portal_Define''' linedefs). This is not an issue for linedef-placed portals: plane Z bears no meaning for them, so all linedef portals connecting the same two areas can originate from the same '''Portal_Define''' ID. Since linked portals don't currently support view angle offset, the ''flipped'' parameter has no effect, and must be 0. ====Linedef linked portal details==== Under UDMF, when using this special, it's not required for linedef linked portals to have a free sector behind them. You can connect 1-sided lines and they will become passable. The restriction is that ''if you use 1-sided lines'', the source line must lead exactly into one target line. This restriction is not in place if you always use 2-sided lines for wall portals. If the area beyond a 1-sided linedef portal has a different height from the front sector's, then the ''upper'' and ''lower'' textures of the 1-sided line ''will'' be rendered, as if it were a 2-sided line. This feature needs to exist for polyobject portals, explained below. =====Quick portals===== For most situations, where you want two-way communication between areas, you can just use [[Line_QuickPortal]] on two linedefs instead of '''Portal_Define''' and having to remember and set portal IDs. It works both for static portals and polyobject portals (explained below). It's not sufficient for edge portals, but in their case all you need is to reuse the portal ID used already for sector surfaces. =====Polyobject line portals===== You can place wall portals on [[Polyobject|polyobjects]] which will lead into rooms which appear to move with the polyobject. Due to design constraints, the portals on the polyobject have to be 1-sided, but the room inside can have 2-sided portals. Since some portals are 1-sided, the polyobject line portals must lead exactly into the room line portals. Beware that the polyobject origin box -- the sector where it's placed in the editor -- must belong to the same portal group as the sectors where the polyobject will run. To ensure that, you can either use a tunnel sector joining the origin box to the main area, or join the sectors. But if you do the latter, make sure that the immediate origin box sector is ''not'' the same as the one in the target area. Just put a second sector farther from the polyobject which is joined with the main area. =====Edge portals===== [[Edge portals]] are set using the linedef '''lowerportal''' and '''upperportal''' boolean properties, which copies the sector portal behind the linedef to the lower or upper part of the linedef. Do not use '''portal''' on the linedefs with edge portals -- that property is meant for linedef's middle part portals. The ''other'' side of the portal, in the room, will use line portals with the '''portal''' property set as usual. [[Category:Portals]] [[Category:Linedef specials]] [[Category:Editing reference]]
Summary:
Please note that all contributions to Eternity Wiki are considered to be released under the GNU Free Documentation License 1.2 (see
Eternity Wiki:Copyrights
for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource.
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Page actions
Page
Discussion
Read
Edit
History
Page actions
Page
Discussion
More
Tools
Personal tools
Not logged in
Talk
Contributions
Log in
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Search
Tools
What links here
Related changes
Special pages
Page information