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  1. #1

    Default Portal Tutorial

    Heres a quick step by step guide I've thrown together for people that want portals in their map.

    If you have any questions I'm happy to help.




    BASIC BSP

    File > New
    Select Subtractive.

    Subtract a 1024x640x384 cube and duplicate another 64 units away.
    Connect these two rooms with a corridor 192x64x384.
    Add 2 64x64x384 pillars in each room which will act as your portals doorway.


    ------------------------------------------------------------------------------------

    The portal I am creating is going to be accessible from both sides.
    But will always teleport you coming out the right direction.

    If your portal is inaccessible from the rear then you can ignore portals 2,3,6 and 7.


    ------------------------------------------------------------------------------------

    ADDING PORTALS

    Open the generic browser and under the 'actor classes' tab expand:
    SceneCaptureActor > SceneCaptureReflectActor > SceneCapturePortalActor > PortalTeliporter
    and select UTPortal.

    Right click in your map and select: Add UTPortal here.

    The first thing you will notice is that its invisible.
    So straight away go back to your generic browser and under the groups tab click:
    Edit > New and name your Group Portals.
    You should have UTPortal PersistentLevel.UTPortal_0 in your Portals group.

    Go back to your top viewport and duplicate your Portal so you have 8 of them.
    Hold Alt and drag the red movement arrow to make a duplicate.
    If you keep your groups tab open you will see them appear.

    One by One select Portals 4,5,6 and 7 in your groups tab by double clicking on them,
    then drag them to the doorway on the right.

    Arrange the portals into order as i have in img_2.



    ------------------------------------------------------------------------------------

    PORTAL PROPERTIES

    Close out the generic browser and instead click on the binoculars(Search for actors)
    Search For: UTPortal.

    This gives you a list of your portals so you can select and change all the properties at once.

    Each portal has 2 sides.
    The front side: which displays the portal effect.
    The rear side: which is invisible in-game.

    What we want to do is turn our portals so the ones in the middle face outwards,
    and the outermost ones face inwards.

    Hold Ctrl and select Portals 0,2,4 and 6 in your 'search for actors' window then click Properties.
    Change: Movement > Rotation - Set Yaw to 180.

    Hold Ctrl and select Portals 0,3,4 and 7 in your 'search for actors' window then click Properties.
    Change: Display > bHidden - check this box


    ------------------------------------------------------------------------------------

    PLAY TEST


    Add some lights, click build all and then SAVE YOUR MAP

    DM-PortalTest (make sure you include the DM-)

    Right click in your map and select 'play from here'
    You should have what appear to be 2 large mirrors.



    ------------------------------------------------------------------------------------

    TELEPORTING

    Hold Ctrl and select Portals 0,1,2 and 3 in your 'search for actors' window then click Properties.
    Check the padlock in the top left of the properties window which should read UTPortal Properties (4 selected)
    Expand: PortalTeleporter

    Now go back to your 'search for actors' window and double click on UTPortal_5

    Now back in your PortalProperties under >PortalTeleporter
    In the list is 'SisterPortal' currently set to 'None'
    If you click on the green arrow this should change to
    UTPortal'Package_2.TheWorld:PersistentLevel.UTPort al_5'

    IMPORTANT
    Now uncheck the padlock in the top left




    Back in the 'search for actors' window select Portals 4,5,6 and 7 then click properties.
    Check the padlock in the top left of the properties window

    Now go back to your 'search for actors' window and double click on UTPortal_1

    Now back in your PortalProperties under >PortalTeleporter
    Again click the green arrow next to 'SisterPortal' and 'None' should change to
    UTPortal'Package_2.TheWorld:PersistentLevel.UTPort al_1'


    IMPORTANT
    Now uncheck the padlock in the top left

    ------------------------------------------------------------------------------------

    PLAY TEST

    You will notice you can run through your portals now.
    Shooting them hower is rather unpredictable and hit scan weapons will crash the editor.

    ------------------------------------------------------------------------------------

    You can fix this by creating a 1x256x384 cube that fits your doorway
    Add these between your portals and change its surface to a transparent texture.
    This stops shooting through them and saves you from crashing.




    You may also want to adjust the size of your portal, you have to play around with this in the drawscale settings.
    Make sure the center point of each portal is the same distance from the floor.
    Otherwise you will walk through and come out at the wrong hight.

    Final effect in a VCTF map im currently working on.

  2. #2
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    Default

    Very cool tutorial but I didn't get the ideia of creating those 4 static meshes for just one 2-side portal. Why do you have to have some many static meshes?

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  3. #3

    Default

    I don't have much experience in this.

    You said something about importing static messes so you can see them. Can you give a quick example of how to do this and which static mesh would be useful for just placing the portal. I've managed to group them.

    Nvm. You can playtest the map to see the portals and they fit in nicely between the pillars. Also when you select the portal you basically selecting the dot right in the middle of it so just place this dot in the middle of the pillars.
    Last edited by HideInLight; 05-08-2008 at 01:43 PM.

  4. #4

    Default

    Quote Originally Posted by HideInLight View Post
    I
    You said something about importing static messes so you can see them. Can you give a quick example of how to do this and which static mesh would be useful for just placing the portal. I've managed to group them.
    Yeah you cant assign a static mesh to them as such, i just put some meshes in the top viewport so you could see thats where to put the portals.

  5. #5

    Default

    think i messed up the portal in one side to a point it's working.

    heres my testmap so you can attempt figure out why it's working, because I'm not sure anymore.

    http://www.sendspace.com/file/1uam9d

    Stand in the corridor and shoot with the flak at the portal with the shockrifle near it.And also attempt a shock combo through that one.

    slomo 0.1 helps.

    On another note found this in the scripts

    PortalTeleporter.uc
    Code:
    /**
     * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
     */
    class PortalTeleporter extends SceneCapturePortalActor
    	native
    	abstract
    	notplaceable;
    
    /** destination portal */
    var() PortalTeleporter SisterPortal;
    /** resolution for texture render target; must be a power of 2 */
    var() int TextureResolutionX, TextureResolutionY;
    /** marker on path network for AI */
    var PortalMarker MyMarker;
    /** whether or not encroachers (movers, vehicles, and such) can move this portal */
    var() bool bMovablePortal;
    /** if true, non-Pawn actors are always teleporter, regardless of their bCanTeleport flag */
    var bool bAlwaysTeleportNonPawns;
    /** whether or not this PortalTeleporter works on vehicles */
    var bool bCanTeleportVehicles;

  6. #6

    Default

    Quote Originally Posted by HideInLight View Post
    static messes
    An unintentionally accurate description.

  7. #7
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    Hey very nice tutorial!
    LOVE IT I TOTALY LOVE WARPZONES!!

    I did not see it in the topic but you can increase the sharpness of the warp zones so that is why better looking at the other side.
    Just increase the resolution to 1024 Y and 1024 Z then it looks why better only preferment’s my drop.
    For me if I put it to 2048 Y 2048 Z the editor crash.
    If you increase or decrease the resolution it will go like 2, 4, 8, 16, 32 etc

    I also had a strange bug if I had a 1 portal normal and the other one 90 degrees angle then after entering you would fly and go to the ceiling.

    Your going in my next credit list if i am making the map with this.
    TriggerHappy!
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  8. #8

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    the good news is i just got projectle weapons to shoot through portals perfectly
    the semi good news is hitscan weapons doesnt crash the editor
    the bad news is the hitscan weapons doesnt want to shoot through portal

    set the collision to 0 and 3 to "blockall"
    set the collision to 1 and 2 to "no collusion"

    with other portal

    set the collision to 4 and 7 to "blockall"
    set the collision to 5 and 6 to "no collusion"

    delete the wall you might of added between the portals if you added it

  9. #9

    Default

    Tried it out and shooting still doesnt work. Stand in the connecting passage and shoot either portal with the flack cannon.
    You will see the flack shrapnel fly between the two portals through the dividing wall. It doesnt come out the other side like its suposed to.



    AHHHHH ok, i moved the portals so they are only 1 unit appart and now you can shoot through perfectly.
    The problem was it was going through P0 coming out of P5 going straight into P4 to P1 back to P5 and staying in that infinite loop.
    Last edited by Flylikeamouse; 05-08-2008 at 03:16 PM.

  10. #10
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    Quote Originally Posted by Flylikeamouse View Post
    Tried it out and shooting still doesnt work. Stand in the connecting passage and shoot either portal with the flack cannon.
    You will see the flack shrapnel fly between the two portals through the dividing wall. It doesnt come out the other side like its suposed to.



    AHHHHH ok, i moved the portals so they are only 1 unit appart and now you can shoot through perfectly.
    The problem was it was going through P0 coming out of P5 going straight into P4 to P1 back to P5 and staying in that infinite loop.
    I still can't shoot through them, no matter how far apart they are it still glitches.

  11. #11

    Default

    Ok just played around a little bit more. Hitscan weapons actually does shoot through. You just dont see the beam of the shock rifle for instance but you can do shock combo through portal. Just to let you know. It works just can't see it...

  12. #12

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    Ohhhhhh.... my
    If you check moveable you can attatch them to a mover.

    So now... the gate looks normal until you walk up to it and when you stand on the disc the portal appears so you can walk through it, then disapears shortly after.... this is mega sweet. Haha amazing myself here.

  13. #13
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    i have played your map but i can only exit on the place were there is no shock rifle
    so does not mather were i go in i exit always on the same spot.
    TriggerHappy!
    Maps that I made, Some require a MOD te be downloaded.
    Forum^: Download: PC/PS3 DM-Focus-SE
    Forum^: Download: PC/PS3 CTF4-AnubisResurrection
    Forum^: Download: PC/PS3 DM-Xiao
    Forum^: Download: PC/PS3 DOM-Contrast + MOD Domination
    Forum^: Download: PC/PS3 RenX-Islands + MOD RenegadeX
    Mess with the best! Die like the rest! Boom HèadShøt!

  14. #14
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    Nice tuturial. The only problem im having is how do you see them in your view ports to line them up properly? I have some teleporters in my map that im making and tried to replace them with these reflective portals but i cant see them to rotate and line them up! Any ideas?

  15. #15

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    Quote Originally Posted by spinspinsugar View Post
    Nice tuturial. The only problem im having is how do you see them in your view ports to line them up properly? I have some teleporters in my map that im making and tried to replace them with these reflective portals but i cant see them to rotate and line them up! Any ideas?
    To line them up you need to select them individually from your searchforators list. Then using the widget as a guide move it roughly into the middle of the doorway where you want it. Then do a right click 'play from here' to see what it looks like. If it doesnt fit, scale it with the drawscale then do another play test until it it fits.

    As for rotating, you have to hit F4 and change the rotation value. Properties: Rotation > Yaw -insert value-

  16. #16
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    I thought there is no WarpZone or it's analogues. Very nice tutorial!
    Last edited by WGH; 05-10-2008 at 08:53 AM.
    .

  17. #17

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    Great, thanks for the tutorial. This will come in handy (hopefully) for my inside room is bigger than the outside house idea.
    Life is a game. Life is a Character Tutorial. Life is a Website.

  18. #18
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    whoa, i decide to log in and find this. it should work perfectly for an idea i had earlier today for a map
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  19. #19

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    um, just a question, is it just me or is the reflection 'inverse'...if you run left the 'mirror' goes the other way. I realise this isn't so much a portal thing, but a reflection thing...is there any way to flip the reflection horizontally?

    I couldn't get the portals to teleport myself...but I'm going to try again with something simpler perhaps.
    Life is a game. Life is a Character Tutorial. Life is a Website.

  20. #20

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    OK, well I got the teleport working in a simpler example, but I would still like to know if its possible to flip a texture to get a true Mirror effect using portals. I know its not so important for teleporters going over distances, but having a true mirror effect would be handy to know.

    Cheers again on such a good tutorial.
    Life is a game. Life is a Character Tutorial. Life is a Website.

  21. #21
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    Quote Originally Posted by Discmage View Post
    OK, well I got the teleport working in a simpler example, but I would still like to know if its possible to flip a texture to get a true Mirror effect using portals. I know its not so important for teleporters going over distances, but having a true mirror effect would be handy to know.

    Cheers again on such a good tutorial.
    yes i also need to know this.
    i have a strange thing, i see the left cornere but if i shoot it it will go to the right corner (help?)
    TriggerHappy!
    Maps that I made, Some require a MOD te be downloaded.
    Forum^: Download: PC/PS3 DM-Focus-SE
    Forum^: Download: PC/PS3 CTF4-AnubisResurrection
    Forum^: Download: PC/PS3 DM-Xiao
    Forum^: Download: PC/PS3 DOM-Contrast + MOD Domination
    Forum^: Download: PC/PS3 RenX-Islands + MOD RenegadeX
    Mess with the best! Die like the rest! Boom HèadShøt!

  22. #22
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    dude you rock! straight this is awesome!

    thanks
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  23. #23
    Iron Guard
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    really cool tut, i followed all instructions, but it does not works!
    can someone send this testmap to me? please contact me via private message.

  24. #24
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    ok portals work like they need to but if i go online the guy that host the map will see them like they are build and the guys that join see right truw the warpzone. (like there is totaly no warpzone) but still can shoot some weapons truw the warpzone. HELP!! can i fix it so that it is online also working or is this inposible.
    TriggerHappy!
    Maps that I made, Some require a MOD te be downloaded.
    Forum^: Download: PC/PS3 DM-Focus-SE
    Forum^: Download: PC/PS3 CTF4-AnubisResurrection
    Forum^: Download: PC/PS3 DM-Xiao
    Forum^: Download: PC/PS3 DOM-Contrast + MOD Domination
    Forum^: Download: PC/PS3 RenX-Islands + MOD RenegadeX
    Mess with the best! Die like the rest! Boom HèadShøt!

  25. #25
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    I think you might actually have to cook the map.
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  26. #26
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    Cant help but think this would make a great map for a Tardis. (Think something bigger on the inside than it is on the outside... Example: a 5 x 8 x 3 cardboard box where when you walk into the box you just walked into willywonkas chocolate factory or something.)

    Anyhow... I know someone eventually was going to mention this, what about reviving the Portal Gun from UT2k4?
    http://forums.epicgames.com/showthread.php?t=530848

  27. #27
    Iron Guard
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    There are any ways to affect this on vehicles? I wanna use the portals with vehicles, like in "Stargate". Can someone help me?

  28. #28
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    Hi,

    Also thanks for this tutorial ; )

    I've probably the stupid question ever asked, but how can I resize the portal?

    I know it is scaleable, but is it also possible to set its size?

    The fact that it is invisible in the editor drives me nuts, btw..

  29. #29
    Iron Guard
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    I remember I liked this effect very much in Unreal.
    I want to play Unreal for a living.

  30. #30

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    i found out that these portals do not work in lan games. is there a way so it does work or did none of you have the same problem?

  31. #31

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    I dont know what Im dooing wrong, but I cant get the image to work. In my case, even when I set portals to bhidden, the hidden portal shows up in the mirror, where its supposed to be transparrent, making the image wierd.. so this tutorial works for me.. just not on the part where you see throug the portal? anyone had similar probelms? and solved them?

  32. #32

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    Tried to make a tutorial, but codesc and recorder gave me some trouble Hopefully you will be able to see whats gooing on and understand what Im saying!
    http://vimeo.com/2880368

  33. #33
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    Excellent video Tabu. Easy to understand and follow!

    How do the protals interact with instant fire guns in your map? In my maps, I can shoot a vehicle and get it to move with the shock rifle beam, but it doesn't damage it.

    Also, have you tested it in multiplayer?
    The reincarnation of Legacy-Godsbane.

  34. #34

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    Unfortunatly I have not tested for stuff like this, I have seen missiles run throug it, but I do not know how it acts in Multiplayer. I did this a s a school project, and was pretty much pressed for time, so I did not test anything.. I just made it

  35. #35
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    I got the weapons to shoot through it, but I'm wondering, is there a way to rename the UTportals, because I want to be able to make more teleporters without getting confused.

  36. #36
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    GREAT! It doesn't work multiplayer. Only the host can see the wrapzones, even when the map is cooked.

  37. #37

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    I am wondering how to randomize the destination of a portal. Is that even possible? if so, how do I do it.

    thank you in advance

    Qbert

  38. #38
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    Default Confusion sets in

    I got portals to ALMOST work following your instructions.
    Tabu, your video made everything much clearer, but I am stumped as to
    how I can accomplish a similar but opposite effect.

    I am trying to have my portals set up to create an endless hallway effect, where the player can keep running forever in the same absolute direction, rather than running south and coming out facing north. I want them to continue going north as they pass through.

    Following your instructions, I was able to get the movement to work the way I wanted, but I can't get the portals to display the parts beyond. It shows the back side and I need to see the front side going the same direction.

    Any idea how I can do this? I'm thinking I may have to set up a third portal on both sides to view through, but I don't think I should have to have 4 portals to make a 2-way portal that runs the same direction (instead of opposing directions like yours is situated).

    It has to be done this way in actuality because I'm trying to make a world map that will "wrap around" like in Final Fantasy 7

  39. #39
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    Okay I got it straightened out and it works (yes, even with enormous portals ! )

    I came up with a mantra of 3 rules to go by to help others not be confused:

    1. The camera wireframes attached to the UTPortal actors are backwards. When you're viewing the world across sister portals, you're looking out of the destination portal's front, which is the camera's back end.

    2. You go into the back side of the source portal, and exit out the front side of the destination portal. In other words, your view portals are sisters with each other, but your teleport portals have to be have the view portals as their sisters too.

    3. Make sure your view portal - teleport portal pairs are not "crossing" each other, but standing back-to-back (again, remember which way is forward )

    hope this helps others who's had difficulty keeping it all straightened out.

  40. #40
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    Nice tutotrial. Just note that portals do not work on network games (it work but on server side only)
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