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== Anchored portals == Anchored portals are those which render another part of the map on a window. They are of two types: purely visual, and interactive (historically the purely visual ones have been available long before the interactive ones, hence the separation). Interactive portals are also called ''linked'' portals and are the most important kind, as they allow extending gameplay to 3D (multistory) and even 4D/5D (discontinuous connections allowing "impossible" maps, albeit with some restrictions). === Visual anchored portals === Anchored portals are more complex than previous portal types. They are the base for linked (interactive portals). These portals however are not interactive; they're purely visual. Anchored portals will render another area of the map into the portal window, but the portal camera moves as the player moves, creating the illusion that the other area of the map is actually connected to the main area. This can be used to create the appearance of 3D architecture. Before use, however, an understanding of how these portals work is important. In order to piece the parts of a map together, an anchored portal needs to know how far apart they are. The distance is determined with the use of specific line specials. Each anchored portal needs a "portal line" (the line with the anchored portal special) which usually is area the portal should render, and an "anchor line" which is usually located in the main map area. The distance and angle between these lines become the offset and rotation respectively, that is, how far [[Eternity]] needs to move the camera and rotate it from where the player stands to get the portal area. Line specials: :295 Apply anchored portal to the ceilings of all tagged sectors :296 Apply anchored portal to the floors of all tagged sectors :297 Apply anchored portal to the floors and ceilings of all tagged sectors :298 Anchor line (for specials 295 and 297) :299 Anchor line (for special 296) There are two different anchor line types so a different anchored portal can be placed on the ceiling and floor of the same sector. The two portals will share the sector tag. For example: [[Image:Panchored01.png]] The above map has a single anchored portal applied to the inner sector of the area the player start is in. The "portal area" is to the right, and the "main area" is to the left. The view height is not changed, so the portal area needs to be set above the main area, or there will be [[Doom Wiki:HOM|HOM]] in the portal window. Note that no camera objects are needed for this effect. The portal will create a temporary camera automatically. Here's how it works: When the map is loaded, the the centers of both lines (the portal and the anchor line) are calculated, and the distance between those centers is determined: [[Image:Panchored03.png]] In the example, the distance is 512 units to the east and 0 units north. This set of numbers becomes the "portal offset" (distance between where the player stands and where the portal camera should go) and when the portal is rendered, the portal camera is place 512 map units east of the player camera, and the map is rendered from the portal camera. ==== Portals Faking Reflective Flats ==== [[Image:Reflective_portals.png|320px]] When paired with ''[[ExtraData]]'' lump, anchored portals can fake a reflecting floor / ceiling effect. To achieve this you need to: * Recreate an z-mirrored copy of the rooms you want to be reflected. * Connect portals as you'd normally do. * Enable '''ExtraData''' definition for a sector (i.e. give a ''401'' special to a LineDef facing the sector which flat's alpha you want to modify). * Add [[MapInfo]] lump that calls specific '''ExtraData''' script when map is played: <pre> [MAP01] levelname = my level extradata = EXTRA01 </pre> * Add '''EXTRA01''' lump containing something along those lines: <pre> sector { recordnum 1 portalflags.floor overlay overlayalpha.floor 50% } </pre> : ''See: [[Portal#Examples]]'' for a demonstration file === Linked Portals === :''See: [[Linked portals]]''
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