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Posted: Thu Nov 13, 2003 11:50 pm
by Krane
General Death wrote:If you remove the vis boxes does your compile time revert to 2h?
Yes!!!!!! Very strange....

I'm trying again right now...This time with only 2 boxes. It's compiling.

Thanks Slyk for your explanation! I already know this! That's what I'm trying to do! Just dunno why 5 vis boxes increases your compiling time in 18h?!?!?!?!?

floors

Posted: Fri Nov 14, 2003 1:05 am
by tltrude
Floors should be structual. The walls of your tower should be structual too--unless it is a fake building. Making brushes detail also affects the light compile and sounds, so don't go crazy and make everything detail.

Posted: Fri Nov 14, 2003 1:10 am
by Slyk
Jack- DL 'SoS2' and then believe me when I say that the vis data size was less than 2 milllion, around 1.7 if I remember. I detailed everything that was not a solid wall or totally blocking sight lines...mainly anything that was a brush looking object, wrecked wall, odd corner, rubble, etc. All the buildings off in the distance are all detail brushes. It's a balance thing when you get near max VIS size. The VIS leafs really make up for it though as the map compiles based on them and doesn't really need to worry about what is structural vs. detail.

Krane: I would suggest you try to use more than 5 VIS groups then if you still high vis size. Maybe use 8-10? Again, make them the size of your far_plane, that way you can use more of them and they are much easier to 'program/target'.

Posted: Fri Nov 14, 2003 1:41 am
by Krane
Thanks tltrude and Slyk for the tips. So ,Slyk, do you think I should use, for example, in a house, vis brushes covering the entire floor instead of having separate vis boxes for room1 room 2 mainhall etc?????

Posted: Fri Nov 14, 2003 3:14 am
by Slyk
I can help out more if you can send me a high-level overhead shot of your map while in specatate mode. I'd like to understand better what you are working with before giving you any bad advice. I almost never split a building up. I always try to make one entire building inside the same VIS group. The tough choices come when you have to decide which group to include inside which VIS group and what you will see from another VIS group. Complicated stuff. PM me a pic if you can.

Posted: Fri Nov 14, 2003 4:11 am
by Balr14
Vis brushes cause more visibility splits. That is their purpose. Visibility chains may be much longer if the vis brushes are used inappropriately.

Posted: Fri Nov 14, 2003 3:04 pm
by Krane
Ok Slyk, I'll post some shots as soon as I finish compiling. I added some more groups which makes my visdatasize increases a lot...

btw: 1) there's any limit to a number of vis groups? I'm using 14.

2) Can we target a vis group to a script model or object like:

key:target
value: $prisiondoor

so when we're inside the vis group we don't see all my prisiondoors?

Posted: Fri Nov 14, 2003 4:41 pm
by Slyk
No known limit to me, don't know why your VIS data goes up so much. And I don't think you can nor would want to target VIS to anything other than VIS. The idea of the VIS group is to NOT draw what cannot be seen from the players current location...as in areas, not entities, etc. Really want to see an overhead pic, I'll be SOOooo much less confused.

Posted: Fri Nov 14, 2003 5:00 pm
by Krane
it will take some time, Slyk, to post some shots here. I think my initial problem is solved: I had too few details on the map. But txs to you and other guys here, I've learned what to detail and what not...

About targeting a vis to a script model or so?

Imagine you have a building full of animated stuff like fx/fire inside. Would be nice if you can hide all these fires when you're inside a vis box?

YOU: Why don't you hide the whole building?
KRANE: Because the building is full of windows, you can ( and you should) see inside it.

I'll post some shots tonight!

Txs again for your concern.

Posted: Sat Nov 15, 2003 3:55 pm
by Krane
[Spec Ops] Jack Ruby wrote:Tltrude fixed the leafgroups on a map that I had already tried to fix up with leafgroups, I would say I had about 20-30. So It exceeded maximum vis. How do you get 60 leafgroups in there without going past maximum visdata ?
Yeah, how? I'm having the same problem right now...