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  • ...l is a non-solid, non-detail volume inside the BSP that does not cross any portals.}} ...ple is doorways in a house, where each room is a cell and the doorways are portals. ...
    4 KB (592 words) - 16:26, 29 July 2009
  • {{Note|Portals explained by Infinity Ward}} ...ple is doorways in a house, where each room is a cell and the doorways are portals. ...
    4 KB (601 words) - 16:26, 29 July 2009
  • We could improve performance even further by having the portals at an angles away from the players path (as in attached demo) This way the ...exiting the house. If the player was entering in the reverse direction the portals may not be as effective. This is the hard part of portalling, to work out w ...
    3 KB (451 words) - 13:50, 19 January 2011

Page text matches

  • {{Note|As may know, the Idea of portals is to divide your map in sections.}} ...door map, not always you want a concrete wall or a house in the middle for portals. ...
    3 KB (431 words) - 21:11, 28 July 2009
  • {{Note|Portals explained by Infinity Ward}} ...ple is doorways in a house, where each room is a cell and the doorways are portals. ...
    4 KB (601 words) - 16:26, 29 July 2009
  • ...l is a non-solid, non-detail volume inside the BSP that does not cross any portals.}} ...ple is doorways in a house, where each room is a cell and the doorways are portals. ...
    4 KB (592 words) - 16:26, 29 July 2009
  • {{Note|This tutorial will give you an overview about how to work with outdoor portals.}} *For seeing portals in-game you can type in console: ...
    3 KB (570 words) - 21:10, 28 July 2009
  • {{Note|This tutorial will show you how to apply portals in to a single prefab house.}} There are two textures we use for portals: ...
    2 KB (404 words) - 03:24, 30 December 2010
  • We could improve performance even further by having the portals at an angles away from the players path (as in attached demo) This way the ...exiting the house. If the player was entering in the reverse direction the portals may not be as effective. This is the hard part of portalling, to work out w ...
    3 KB (451 words) - 13:50, 19 January 2011
  • *[[Call of Duty 2: Portals|Portals]] ...
    2 KB (245 words) - 12:28, 10 August 2012
  • == Lump[18] - Portals == ...
    2 KB (251 words) - 17:42, 29 June 2011
  • === Portals === * [[Call of Duty 4: Portals|Portals, How-to]] ...
    8 KB (1,121 words) - 14:58, 27 December 2023
  • How fast runs the map by an excelent portals work, how are the obstacles placed around the hole map, how good are the ma ...
    2 KB (267 words) - 21:27, 18 July 2009
  • * [[Call of Duty 4: Portals|Portals, How-to]] ** [[Call of Duty 4: Portals1|Portals tutorial #1]] ...
    7 KB (1,047 words) - 14:57, 27 December 2023
  • ...n also be the cause of Portals not being in an enclosed space. Learn about portals and re-implement! Links above! ...
    3 KB (521 words) - 19:33, 7 March 2012
  • *{{Color|reflection_ignore_portals -|yellow}} if not 0 or blank ignore portals when finding closest reflection probe for static geometry. ...
    4 KB (644 words) - 07:40, 19 July 2009
  • ...the general area of the error to a location that is not being bisected by portals or structural geometry and vise versa, or modify the geometry that is being ...
    4 KB (769 words) - 17:10, 20 November 2008
  • *portals: 2048 ...
    2 KB (178 words) - 04:31, 19 September 2009
  • ==Lump[0x1A] - Portals== ...
    8 KB (1,248 words) - 16:57, 4 January 2012
  • | The compiler applies this texture to portals in the map file when you are using <code>-portal_debug</code> | The compiler applies this texture to portals when you are using <code>-portal_debug</code> ...
    19 KB (3,085 words) - 14:35, 15 July 2010
  • Assumed to be VIS portals, contains a cell in Skybox dimension (first entry). 52 bytes per entry (exa == Lump[24] - Portals == ...
    25 KB (3,004 words) - 00:19, 11 March 2012
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