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Thread: Portals & bookcase textures | Forums

  1. #1
    Hi, 2 questions...

    1st of all why do RVS maps have portals on windows and doors etc? is it some kind of engine optimising?
    How do I use them properly, are they just brushes with portal properties or are they a static mesh?

    2ndly, I want to use the book case mesh from the bank map, how do I change the texture on the mesh so that each is different? When I change the texture atm it changes all the book case textures to the same.

    Thanks.
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  2. #2
    Hi, 2 questions...

    1st of all why do RVS maps have portals on windows and doors etc? is it some kind of engine optimising?
    How do I use them properly, are they just brushes with portal properties or are they a static mesh?

    2ndly, I want to use the book case mesh from the bank map, how do I change the texture on the mesh so that each is different? When I change the texture atm it changes all the book case textures to the same.

    Thanks.
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  3. #3
    1. Portals divide a map into multiple zones, which frees the engine from having to render all geometry at all times, and enables it to render just the areas that the player is viewing at the time.

    Take a loot at the first part of this tutorial for more information and instructions on placing portal sheets:

    http://rvsmaps.com/rvsmaps/main/tut_portals.asp

    2. You'll need to make a copy of the static mesh and save it in a custom package first. Place one of the bookshelves in your map, then right click it and choose "Copy to static mesh". Name the static mesh something like this:

    Package: mymapname_SM
    Group: Furniture
    Name: Bookshelf1

    Immediately click the â"Saveâ" button in the static mesh browser to save the â"mymapname_SM.usxâ" package file. Then, retexture the new static mesh and resave the package.

    -Beckett
    http://RvSMaps.com
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