S W A T 3 M O D H Q |
MISSION TOPIC - CLOSE WINDOW WHEN FINISHED |
General Map Geometry Reference
Portals
Portals are essential in creating SWAT3 maps. Portals allow movement between
cells and are used to calculate waypoints and routes.
Func_portal entities work in conjunction with cell entities to
limit the number of polygons being rendered by the game engine. Specifically,
the func_portal entity is used to fill the gaps that exist between
adjacent cells where the designer has chosen to place a door, window or similar
opening. For the cell portal system to work properly, adjacent cells must be
completely sealed off from one another. This
can be achieved in one of two ways, either with solid geometry or with func_portal
entities.
Sample Maps And Objects
Included
with this release is a sample map ("sample1.rmf").
Also included is a prefabricated object library ("prefabs.rmf").
Console Command Reference
To access the console, hold the shift key and press the ~ key located to the left of the "1" key on the top row of your keyboard.
Command |
Attribute |
blmaps |
(builds light maps) |
lmaps |
(turns
light maps on if built) |
flat |
(turns light maps off) |
wire |
(switches
to wireframe mode) |
stats |
(shows
stats - total polys, fps etc.) |
memstats |
(shows total memory usage) |
ai build |
(builds
.ccm file - cube cell map) |
ent ai stop |
(stops
AI if .ccm files exists) |
ent ai checknodes |
(validates
AI pathing - writes to swaterror.txt in C: root) |
run debug.con |
(activates
debug mode) |
+ "map name" |
(loads specific mission) |