In the demo, there are many portals and this is based on the map path that curves
out of sight; so portals speed up the map by creating a site path on what can be
seen within a limited site area.
If you have a map area like Dealey Plaza or a large park area, I don't think there is
any way that portals could be used except for looking out of structures and down
streets. Am I getting this right?
Once a map is built, can portals be rearranged and overlapped on the existing map?
Thanks_giantrock73
Portals can be moved once made, but can't overlap.
For large areas, the main use of portals is 1. just organising all parts, and 2. If you're using fog, keeping it from displaying what's outside the fog. That, however, I think is being built to the engine right now.
The fog portal makes sense; localizing effects and actions to a given area.
Will try it out_Thanks_giantrock73
Portals also help to reduce the calculation necessary for physics. If an object lies completely in one portal, then the engine needs only calculate within that portal to determine what it is to do.

What kind of functionality is there for using portals as references? Is it possible to build a section of corridor complete with lights / props / etc inside a portal and then create instances of this portal in order to create a map?
If the above is achievable, can I then edit my original portal and have my changes propagate through to each instance of it I have made?
Kurohyou Wrote:What kind of functionality is there for using portals as references? Is it possible to build a section of corridor complete with lights / props / etc inside a portal and then create instances of this portal in order to create a map?
If the above is achievable, can I then edit my original portal and have my changes propagate through to each instance of it I have made?
You can complete one portal, then duplicate it, rotate it, etc, to make a complete map, but once the portal is duplicated it's a separate entity (i.e., editing one portal one effect the others.)
[>] Brian
Will the new editor be able to do something like this by using primitives? Say for example, you create one portal of a roughed out corridor and save it out as a separate primitive file, then reference it into a larger map - thus retaining the ability to update all instances of that primitive at a later date?
This already exits.

click the save as primitive button (pretty sure there's one), then when you change one save over then click the replace button while selecting the piece you want to replace.
This sounds promising... Thanks for the help.

Might stick it out for the mesh editor beta and give this a try.