AreaPortal causing hall-of-mirrors? Poseyjmac?

RoyalEF

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I've probably done something silly, but I put five f_areaportals in five alcoves with complex stuff in them. The portals work, as far as FPS goes, but when I look at the areaportals I see a hall of mirrors. Once I step through the port I see what's behind it. But if I turn around--hall-of-mirrors looking out.

The brushes are textured on all sides with tools/areaportal as the tutorial I read said to do. They just touch all the sides of the alcove but they are positioned 32 units inside the edge of the alcove. The portals aren't linked to any doors, initial state CLOSED. My compile is fine--yes I actually do read it and there are no errors. Full VIS and Full RAD. they are functionally improving speed but visually not working.

My understanding is this should function like a HINT on steroids. If I can see the areaportal it will render the area behind it. The linking control to the state of a door is optional.
 
you need them to be set to open if you haven't got them linked to any doors
 
Thank you sir. I didn't think that would work since if INITAL STATE=CLOSED forces CLOSED all the time why would OPEN mean open or closed dynamically.
 
awww. should have posted this in the optimizing thread. help is slowly sinking to thread extinction.
 
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