Editing Portal

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[[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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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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:''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 other side may most likely have a standard wall portal, which has to be defined with special 376 and the tag of this linedef.
 
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]].


==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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