My question about details being drawn in a visible leafnode was stupid!
Problem is, that I can't see the portals in Radiant, this would help, but they don't exist before compile
Will try to put more hint brushes into the map and see what happens. The already set, though, seem to make portals but they don't have the wanted effect. In some cases I'm standing in a leafnode (in MOHAA), look at the green portal lines and really can't imagine, how drawn brushes can be seen from where I am, and I'm trying to think really 3-dimensional...
If s/o who knows about vis could take a look at this tut? I think it's rather wrong, or are standard portals triangular in top-view? Should I really make hintbrushes crossing the walls?
Well, I've never seen a portal shaped like that... they always follow the strucrural brushe's surfaces...
And in the example I would make the hint brush a triangle with one face each against the wall, and one following that green line... but I may have been lied to by other tutorials... or?
Imagine that the top part and left part of this picture are a corridor with a 90 degree turn, then the blue brush is the correct placement of a hint brush (or a plain VIS brush will work in the same way for mohaa, the VIS texture without the setting of vis_leafgroup is the same as hint).
Forget about the white box that are in the picture...I should have filled it with black color so it would have been easier to imagine the corridor and the turn.
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HITP Lead Mapper
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Yes Storm, thats how I thought it should be ( but then again: most of my understanding of the VIS comes from TheStorm ).
The 2 white corridor portals are blocked from each others view by the corner and the hint ( see to it that there is no crack between the corner and the hint, if there are: you only increased the VIS compile time without getting better FPS ).
My problem is a little more complicate than that sample map (lots of hallways and rooms and many windows and doors, 3 floor high and rather open). So it becomes hard to see how and where these damn portals can see each other! And that's probably the reason for my first post (starting "And another VIS question:...") Sorry for bothering!
Is there a way to switch off all details in MOHAA? Don't think so... Would be easier than deleting them in a test map and compile this detail-free version for examination which I will do now!
I will keep on fighting! Probably once again I built a map without VIS in mind
I know what that is wacko. Check all of your origins and make them a regular brush again. *DO NOT ADD FUNC_ROTATING DOOR TO ORIGIN I REPEAT DO NOT DO THAT OR YOU WILL HAVE THIS PROBLEM* I took out all of my origins and and replaced them with a regular origin instead of the ones that had the func_rotating door to it and now my map works. hope that helps
jv_map wrote:The tutorial is a bit weird (it's a quake 2 tut also ) but correct about the hint brushes.
I find it rather useful. It's just to give an idea on bsp's triangle splits and line of sight. It's not about finding portals in mohaa. But on second thought I can see the confusion. Nevermind, I took it off...
Yarik wrote:I know what that is wacko. Check all of your origins and make them a regular brush again. *DO NOT ADD FUNC_ROTATING DOOR TO ORIGIN I REPEAT DO NOT DO THAT OR YOU WILL HAVE THIS PROBLEM* I took out all of my origins and and replaced them with a regular origin instead of the ones that had the func_rotating door to it and now my map works. hope that helps
Sorry Yarik but what you are saying is just wrong. Origin brushes should be part of an entity or they won't work. A regular origin world brush just doesn't do anything. If an origin is an entity that has no other brushes, the error message occurs. This means, you'll get this error when you've made an origin brush that's not part of a door but a door by itself. Obviously this isn't correct so you need to fix the door. Both the origin brush and the door brush should be just one func_rotatingdoor, not seperate entities.