Krypt on 3/2/2006 at 21:02
Actually, I just remembered that we had to do a pass for this on all rotating doors in the original game. We basically subtracted the navmesh behind the the open position for all rotating doors so the AIs would never go behind them and thus never get stuck behind the door. That seemed to help the problem quite a bit. Take a look at some of the original maps with rotating doors if you want to see how we handled it.
Ziemanskye on 3/2/2006 at 21:29
I have no idea what you're reading about Unreal, but it's wrong there too (at least for UnrealEngine2).
Well, not entirely - nothing in a zone is rendered if you can't see the portal, if you can "see" the portal, then it starts working out what in the zone it should render. And they're two sided anyway so only having it on one side of the door wouldn't behave like you say.
Some things to remember - portals are masks through which the visibility checks are made. Nothing and I mean nothing except portals blocks the engine visability. They are two sided.
So in your inside/outside example both zones would be masked to determine what on the other side would be rendered, the doors wouldn't affect it, because they're made of smeshes, which don't block visibility, and if you didn't have the portal everything in your foward cone would be rendered, with or without the wall in the way.
scumble on 4/2/2006 at 00:30
Quote Posted by Ziemanskye
Meh, I preferred it when all the questions we *expected* to be short went in the newbie thread, still at least you tell use when you cut and move them.
As we've seen, the questions often aren't short in practice. I'm only doing this to make it easier for people to track down relevant threads of discussion :)
We can see that this thread grew quite quickly so I think it was a good move...
GlasWolf on 4/2/2006 at 06:45
Regarding portals, Z proved (
http://www.ttlg.com/forums/showthread.php?p=1309555#post1309555) here that it's not just a case of rendering the whole zone or not if it's beyond the portal, the portal does force occlusion. The screenshots really helped me here (thanks Z), it's well worth a look.