He's telling you to use the old technique of just building a little bit of fake area beneath the ground, using 3D floors and having the player fall into a silent teleporter, giving the illusion of seamlessness. It's a technique from before portals.Tormentor667 wrote:Sorry for asking a dumb question, but what would you suggest instead? An elevator?
He means the technique where you use a mid-texture and have the player walk on that.I have never heard the term crossbeam-bridge before so what is it actually? How can I improve C3M3 by replacing these with 3d floors?
You got something very wrong.For my understanding, 3d floors are more performance-intensive than portals - or did I get something wrong?
When you draw a portal, you are having the engine renders everything on the other side of that portal, whenever the portal is in view. That means it draws every sector and detail over there. Mirrors are similar.
Meanwhile, adding a 3D floor to a sector barely adds to its render time, because it's just some extra textures, occlusion, and lighting. Even then, it's BSP limited, so it only draws what the player can see.
The difference is night and day.
This post of yours has answered a lot of questions. I'm not sure who told you that or where you got that idea, but everything you said here explains a lot. I guess now you understand what I meant when I kept talking about "portal abuse"...