Doors and fast Vis

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Shadow Knight
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Location: Tulsa, OK

Doors and fast Vis

Post by Shadow Knight »

If you use fast vis does it cause more lines in your brushes to appear?
I am compiling in full to see if it will look a little cleaner. Also, a few
doors are opening towards me, even with alwaysaway keyed in
the entity dialog box. Maybe I am not entering it right. You have
KEY and then VALUE. Do I enter alwaysaway in just key field
or just the value field. Or both?
The Knight gives way to Shadow
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wacko
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Post by wacko »

For doors opening always away from you enter
alwaysaway in the key field
press tab
1 in the value field
press enter
it should then appear in the list above!
Slyk
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Post by Slyk »

Also remember that if you use the 'alwaysaway' and '1' combo, that if a door still opens toward you sometimes you need to change its angle to '90'. I had this problem for awhile when I would create a block to be a door, copy it and then resize it on a new 90 degree angle.

Also, the 'alwaysaway' is nice, but sometimes you can add a little more suspence or twist to a space by having to stand aside and open a door in your face... much harder to predict/see what is on the other side.
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tltrude
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doors

Post by tltrude »

We solved that door problem in another thread here. Just give the door an angle that is perpendicular to the long axis of the door--like the lower two doors in the image below.

Image

The angle does not effect the direction the door opens and it does not matter which perpendicular angle you use. The other two doors, with the angle arrows pointing along the door's X axis, do not work right. And the two on the Y axis work fine without any angle set. So, you can delete that always away crap that doesn't work. :)
Tom Trude,

Image
Balr14
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Re: Doors and fast Vis

Post by Balr14 »

Shadow Knight wrote:If you use fast vis does it cause more lines in your brushes to appear?
I am compiling in full to see if it will look a little cleaner.
Fast vis tells the engine all view portals are visible from all other view portals. Full vis does a rather complete job of analysing what view portals are visible from each view portal. Depending on your map, it may not make a lot of difference.

Vis has no affect on how brushes are rendered, only when.
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