auf meiner map möchte ich einige spezielle dinge/räume verbauen, die man aber nur kurz sieht (z.b. ein spawnraum). zudem will ich nur in bestimmten räumen (sektoren) nebel haben. ich habe gehört, das man nebel nur in bestimmten sektoren der map anzeigen lassen kann. dazu habe ich mir mal die info datei der pteroengine angeschaut und den portal/sectors/occluders artikel gelesen. wie sonst auch habe ich nichts von den erklärungen verstanden (es liegt nicht an meinem englisch). könnte mir also jemand erklären, wie ich nebel bzw. objekte nur in bestimmten arealen anzeigen lassen, um performance zu sparen oder einen z.b staubigen raum zu "simulieren".
danke im voraus
hey guys,
on my new map i want to create special things/rooms whose i should see only when i'm in (e.g. a spawnroom).
also i want fog in only a few rooms/sectors. i heard you can make sectorfog. so i read the help file for the
vietcong info, but i dont understand what i have to do (not because of my english) could somebody help me and
explain how to make sectors/portals and ocluders ?
ok, i create a simple box as sector, but how set the properties of the sector for lights, sound and sector properties (fog)
i didnt change the properties from pic to pic...
object in sectorwith lightmaps...the world light is on (it sets through the backside of the polygons)...
the object is in the sector and outside its not visible...
object outside of sector (visible)
if the object is completely in the sector, you can see my fog (black)...
...and outside is no fog.
when the editor camera is inside the sector and i want to select the current sector and i go to properties, the panel is clear (nothing), but outside the sector i have the normal options.
apfelbaum wrote:
but how set the properties of the sector for lights, sound and sector properties (fog)
select sector sub object and go to properties tab.
apfelbaum wrote:
the object is in the sector and outside its not visible...
Then it looks working. You cant see it outside because there isn't portals.
If you create some portals then you will see in trough portals.
I am creating portals so:
- clone sector as new object
- cut portal shape
- delete all other faces
- center pivot to object (its important, because if two portals are using same pivot position then editor don't create world portals correctly)
- reset xform.
- fix properties
- link it to sector
Edit:
but there is 1 problem...if i toggle on the fog in the sector, the objects in the sector are completely black, no matter which color of fog or distance...
- Select some sub object
- go to properties tab
- choose one "Object occluding design" options (Particled or Boxed)
Now that sub object will be invisible behind occluder.
yes, it works, but now when i look at the object with the ocluder (all subobjects set to particled), the fps in the editor drops from around 500 to 10? is that normal?
with a plane (100 polygones) i made a "mountainwall", i cloned the object and made an ocluder. then i detached parts of the mountainwall in 4x4 segments. then i imported the whole object into the editor... when i press f8+f8 i wanted to run around the object and only the polygon segments you can see are rendered... so i edited the properties of the subobjects and set ocluder to "particled". now the fps drops extremly and when i move the editor camera (either in editor mode or the other mod) it looks like the ocluder "break off" the object and moves: when i turn the camera to left left, the object should move to the right from the screen...but the ocluder moves slower than the object and the whole editor doesnt run smooth...it looks like the ocluder is no more "connected" with the object...