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.
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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.
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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.
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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
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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.
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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
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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.
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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.
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