Editing Portal
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All surfaces in a scene that have a common portal will share the same portal window. | All surfaces in a scene that have a common portal will share the same portal window. | ||
=== Dummy Sector === | === Dummy Sector === | ||
A sector off of the main map area which is used by line or sector specials as a model, or as housing for lines which need to be a specific size. | A sector off of the main map area which is used by line or sector specials as a model, or as housing for lines which need to be a specific size. | ||
== Fixed Plane Portals == | |||
Fixed plane portals (as the name implies) render a single, fixed plane into the portal window. The plane is always rendered | Fixed plane portals (as the name implies) render a single, fixed plane into the portal window. The plane is always rendered a the same height and texture offset even when the camera changes it's position. | ||
Line specials: | |||
Line specials | |||
:283 Apply fixed plane portal to the ceilings of tagged sectors | :283 Apply fixed plane portal to the ceilings of tagged sectors | ||
:284 Apply fixed plane portal to the floors of tagged sectors | :284 Apply fixed plane portal to the floors of tagged sectors | ||
:285 Apply fixed plane portal to the floors and ceilings of tagged sectors | :285 Apply fixed plane portal to the floors and ceilings of tagged sectors | ||
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. | ||
For example: | |||
[[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 | 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. | ||
The line special 289 can be used to apply fixed plane portals to walls as well. The special will find a portal with the same line tag and will display that portal on the surface of the line. | The line special 289 can be used to apply fixed plane portals to walls as well. The special will find a portal with the same line tag and will display that portal on the surface of the line. | ||
Line 60: | Line 58: | ||
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. | ||
== Horizon Plane Portals == | |||
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 | Line Specials: | ||
:: 286 Apply horizon portal to the ceilings of tagged sectors | |||
:: 287 Apply horizon portal to the floors of tagged sectors | |||
:286 Apply horizon portal to the ceilings of tagged sectors | :: 288 Apply horizon portal to the floors and ceilings 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 | |||
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: | ||
Line 87: | Line 77: | ||
Note: If the camera ever travels below the floor height of a horizon portal, the bottom plane will appear to move in the opposite direction of the camera movement until the camera is once again above the floor height. | Note: If the camera ever travels below the floor height of a horizon portal, the bottom plane will appear to move in the opposite direction of the camera movement until the camera is once again above the floor height. | ||
== Skybox Portals == | |||
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 | Line Specials: | ||
:290 Apply skybox portals to the ceilings of tagged sectors | :: 290 Apply skybox portals to the ceilings of tagged sectors | ||
:291 Apply skybox portals to the floors of tagged sectors | :: 291 Apply skybox portals to the floors of tagged sectors | ||
:292 Apply skybox portals to the floors and ceilings of tagged sectors | :: 292 Apply skybox portals to the floors and ceilings of tagged sectors | ||
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. | ||
For example: | |||
[[Image:Pskybox01.png]] | [[Image:Pskybox01.png]] | ||
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 EESkyboxCamera 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 | |||
[[Image:Pskybox02.png]] [[Image:Pskybox03.png]] | [[Image:Pskybox02.png]] [[Image:Pskybox03.png]] | ||
The first image is the view in-game when the player no-clips into the sky box. The second image is the view from inside the main map area with the skybox portal applied. No matter where the player moves inside the map area, the skybox portal will always render from the location of the camera inside the skybox, however, the skybox is rendered from the angle the player is looking. [[ExtraData]] also provides a means of assigning a z-height to objects in maps. This could also be used to raise the skybox camera off the floor. If the skybox camera is left on the floor, the floor plane will not render and result in | The first image is the view in-game when the player no-clips into the sky box. The second image is the view from inside the main map area with the skybox portal applied. No matter where the player moves inside the map area, the skybox portal will always render from the location of the camera inside the skybox, however, the skybox is rendered from the angle the player is looking. [[ExtraData]] also provides a means of assigning a z-height to objects in maps. This could also be used to raise the skybox camera off the floor. If the skybox camera is left on the floor, the floor plane will not render and result in HOM. | ||
The skybox is not restricted to simple boxes. Any map architecture the skybox camera can see can be part of a skybox. | |||
(This article is currently a work in progress) | |||