linked_portal_door Draw Distance Question
Quote from Sidneys1 on May 27, 2011, 11:01 amHey so I've got a linked_portal_door setup in my map, but from afar it just appears as a solid white square. Is there any way to increase its draw distance? I don't want to use fog or corners so that you don't see it until you're close.. This is for a long fall, and I want people to see just how deep the shaft is. But they can only see half the length since the linked_portal_door is just white. It looks really ugly.
Have a nice day,
~Sidneys1
Hey so I've got a linked_portal_door setup in my map, but from afar it just appears as a solid white square. Is there any way to increase its draw distance? I don't want to use fog or corners so that you don't see it until you're close.. This is for a long fall, and I want people to see just how deep the shaft is. But they can only see half the length since the linked_portal_door is just white. It looks really ugly.
Have a nice day,
~Sidneys1
Quote from Vandread83 on May 27, 2011, 2:03 pmPlace it near the top of the shaft and have it link to the giant fall and bottom in a separate location instead of splitting your fall in half. That way the portal door is close to the user from the first point of contact and should not appear white.
For example (= is the linked_portal_door), I assume you have this:
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------- ---------instead try making it like this:
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Place it near the top of the shaft and have it link to the giant fall and bottom in a separate location instead of splitting your fall in half. That way the portal door is close to the user from the first point of contact and should not appear white.
For example (= is the linked_portal_door), I assume you have this:
- Code: Select all
------ ---------
| |
| |
| |
|======|
| |
| |
| |
------- ---------instead try making it like this:
------ ---------
|======|
| |
| |
| |
| |
| |
| |
------- ---------
Quote from Sidneys1 on May 27, 2011, 2:23 pmWell, by that argument I might as well get rid of the linked_portal_door entirely... Which I guess I should probably do anyways. Thanks anyhow.
Have a nice day,
~Sidneys1
Well, by that argument I might as well get rid of the linked_portal_door entirely... Which I guess I should probably do anyways. Thanks anyhow. ![]()
Have a nice day,
~Sidneys1
Quote from Vandread83 on May 27, 2011, 2:47 pmhaha no problem, I would have suggested that but I assumed your level was impossible designed which facilitated the need for it. Can't wait to see this fall.
haha no problem, I would have suggested that but I assumed your level was impossible designed which facilitated the need for it. Can't wait to see this fall.

