How would I use an area portal here?

JMRboosties

L2: Junior Member
Jun 3, 2009
98
2
arrowheadareaportal1.jpg


http://img190.imageshack.us/i/arrowheadareaportal1.jpg

I have this area here (circled) which doesnt fit a standard brush.

arrowheadareaportal2.jpg


http://img190.imageshack.us/i/arrowheadareaportal2.jpg

I tried this (its overlapping on the other side which I'm guessing is a nono). So is there a way to do this right or will i need to make the displacement on the side flush with the truss to do it correctly?
 

n30n

L4: Comfortable Member
Jul 13, 2009
154
14
Displacements doesnt block visibility and that pilar should be detailed, so to use ap you need to make nodraw walls inside displacements esentiali making a tunel and adding aps on ends
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
yea i just found that out... this is gonna be a lot of work haha

It doesn't have to be alot of work. If you already have a sealed tunnel that you made displacements from do this:

Select all displacements in tunnel. Shift-drag over a unit (copy it), drag it back, hit displacement button and destroy them all at once.

Hide displacements, select all those brushes again, apply no draw.

unhide displacements. You only need to clean up stuff that clips real bad, enough to mess up pathfinding.
For example: dustbowls first spawn is all displacements. There are ALOT of spots where the nodraw brushes stick through them. Really all it does is 'player clip' holes that go into the wall far. So you can actually smooth out the gameplay area a bit like this without player clip.

nodraw wont cast shadows on the displacements or be seen in anyway.

(stickies might float a little, or a weird corner sticking out could block a player, just clean those things up some)
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Select all displacements in tunnel. Shift-drag over a unit (copy it), drag it back, hit displacement button and destroy them all at once.

Hide displacements, select all those brushes again, apply no draw.

Hmm. I think I been making things too hard for myself.

The way I've been doing displacements is that they're a separate layer of brushes from the backing nodraw. So I'd put a brush of nodraw down, then another non-overlapping brush of nodraw, then texturing and displacement-izing the top face of the second brush...

Sure, it avoids the "two textures fighting" effect when I turn off :disp3d: and makes it easier to select them... I dunno what the better practice is.
 

JMRboosties

L2: Junior Member
Jun 3, 2009
98
2
It doesn't have to be alot of work. If you already have a sealed tunnel that you made displacements from do this:

Select all displacements in tunnel. Shift-drag over a unit (copy it), drag it back, hit displacement button and destroy them all at once.

Hide displacements, select all those brushes again, apply no draw.

unhide displacements. You only need to clean up stuff that clips real bad, enough to mess up pathfinding.
For example: dustbowls first spawn is all displacements. There are ALOT of spots where the nodraw brushes stick through them. Really all it does is 'player clip' holes that go into the wall far. So you can actually smooth out the gameplay area a bit like this without player clip.

nodraw wont cast shadows on the displacements or be seen in anyway.

(stickies might float a little, or a weird corner sticking out could block a player, just clean those things up some)

thats a really good strategy, thanks for the advice.