Editing Linked portal

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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).


On [[UDMF]], use the [[Line_QuickPortal]] (301) special on both lines and give them the same tag (line ID, not the first arg). The first arg can be used to specify if it's a completely linked portal, or a mere visual one.
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).


On the classic format, 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.


Note that on older Eternity versions, the portal lines needed to be 2-sided and passable, and you had to add a buffer sector behind the portal lines. On the latest versions, 1-sided lines are accepted. The only requirement left is to leave enough space in the void behind these 1-sided lines to prevent actors from bumping on other walls from the same layer.
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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An example is available for download: [https://www.dropbox.com/s/xi1xhv92h27ptep/polyceilport.wad?dl=0 PolyCeilPort.wad].
An example is available for download: [https://www.dropbox.com/s/xi1xhv92h27ptep/polyceilport.wad?dl=0 PolyCeilPort.wad].
===Edge portals===
You can also put portals on upper and lower edges of linedefs. See [[Edge portals]].


===Attached portals===
===Attached portals===
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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.
==UDMF portals editor support==
At the moment of this writing, Doom Builder X (Windows only) by anotak highlights sectors with matching portal IDs for you. You can otherwise use any editor with full UDMF support, but may not get all the visual support.


==Examples==
==Examples==
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[[File:Linked_portals.png]]
[[File:Linked_portals.png]]
==See also==
*[[3DMidTex]]: for lighter ways to achieve room-over-room.


[[Category:Editing]]
[[Category:Editing]]
[[Category:Editing reference]]
[[Category:Editing reference]]
[[Category:Portals]]
[[Category:Portals]]
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