vis brushes
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Thx for the reply Pantera. Yeah, I did the solid wall thing and still had the problem. That's what leads me to believe it has to do with the outside. I set up some leafgroups outside, four to be exact, relating one corner opposite the other and that didn't help. I placed hint brushes across all openings in AREAS 1,2, and 3 where those areas have LOS with eachother and outside, and that didn't help either. When I get home, I'll take some more in game ss, or maybe I'll just let the forum download the .map file. I've put a lot of time into this and don't want to be halted by FPS and mtex. So, if you or one of the mods or admins would take a look at it, I would be so thankful.
Don't know if this have been said but you must compile with normal vis (not fast) or else your structural brushes and vis/hint brushes will not give the desired effect. Fast VIS means that it skips the process of calculating which portal that can see which and just say that all can be seen.
Still VIS_leafgroups and area portals will work with fast vis, but your leafgroups might not help you that much if you have a large map compiled on fast. If they are going to help on a fast compile then you might need to have more then 4.
Still VIS_leafgroups and area portals will work with fast vis, but your leafgroups might not help you that much if you have a large map compiled on fast. If they are going to help on a fast compile then you might need to have more then 4.
Wacko wrote:![]()
Does this mean...
does this mean hint brushes have no effect when the map is compiled with fast vis?
Back to some facts: (nothing new for the ones who actually read my tutorial!
VIS!
VIS is short for Visibility. The relevant part of this process is the creation of the PVS Table for the Portals in the map. As the player's viewpoint moves around a FULLY vis'ed bsp different areas become visible or hidden, depending on which area the viewpoint is in.
How is the PVS created?
Every Portal in the portal file is checked against every other Portal for visibility. Portal 1 is visible to Portal 2 if a straight line of sight can be drawn between any part of Portal 1 and Portal 2 without passing through a solid structural brush. Every Portal then gets a list of the other Portals that can be seen from it. This information is the Potentially Visible Set and is stored in the PVS Table.
Compiling with fast VIS?
The fast option does not create a PVS, leaving every Portal visible to every other Portal.
AAAAAARRRGH!!!!
omg!
I must confess, there it is written. Unfortunately in 'the advanced box' which I didn't read, because I felt so noob in this topic...
I can tell you, I tried and tried and tried for weeks now to improve my vis, but always with fast vis! Must I tell you about my successes? If it wasn't raining, I'd jump right out of the window!
Maybe you should make a huge headline out of this, which doesn't mean that I say that it is your fault; it's just a suggestion!?
omg...
omg!
I must confess, there it is written. Unfortunately in 'the advanced box' which I didn't read, because I felt so noob in this topic...
I can tell you, I tried and tried and tried for weeks now to improve my vis, but always with fast vis! Must I tell you about my successes? If it wasn't raining, I'd jump right out of the window!
Maybe you should make a huge headline out of this, which doesn't mean that I say that it is your fault; it's just a suggestion!?
omg...
- ZeroSkaten
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lol man
dont get hyped up. We all need to learn some how
.
Together we will leave no posts un awnsered!
BTW that me in the picture

Visit my site: http://www.planetmedalofhonor.com/hk/
As I say: A 3d model a day keeps the career consultant away.
BTW that me in the picture

Visit my site: http://www.planetmedalofhonor.com/hk/
As I say: A 3d model a day keeps the career consultant away.
Storm, no that hasn't been said. I made a comment earlier that I was compiling on fast vis but no one said "whoa cowboy!" Np, I'm a noob and if I read the 72nd post in this issue instead of stopping on the 71st, I probably would have caught that. It is great to know and I am doing a full compile right now. I'll reply with results as soon as it's done. (who knows how long that will be??)
Add this parms when you start the gamesolar wrote:one other quick question everyone, whenever I try to use r_showtris, the console tells me it's cheat protected. How do I get around that?
+set developer 1 +set thereisnomonkey 1 +set cheats 1 +set ui_console 1
Also the cheats only work in SP so if you are developing a map then the best thing to do is to test it by putting it in the main\maps folder and run it from the "maplist".
Did a full compile and the fps is manageable now. However, mtex was still in the mid thirties in some areas. Once I put in leafgroups outside I expect they will be even better. Storm, before I compile using the blocksize option, are you suggesting to only do that for a full compile? And when you say to run from the "maplist", are you referring to the maplist in mbuilder?
[quote="TheStorm]Add this parms when you start the game +set developer 1 +set thereisnomonkey 1 +set cheats 1 +set ui_console 1[/quote]
Where would I enter that parameter to get the show rtris working ?
Jack
Where would I enter that parameter to get the show rtris working ?
Jack
Philip II of Macedon sent a message to Sparta:
"If I win this war, you will be slaves forever."
The Spartan ephors sent back a one word reply: "If".
"If I win this war, you will be slaves forever."
The Spartan ephors sent back a one word reply: "If".
Hmm, I am not sure where to paste the moneky text, heres where I tried to paste it into my shortcut, any ideas ?
<img src="http://www.westmount.co.uk/simons/error.gif">
<img src="http://www.westmount.co.uk/simons/error.gif">
Philip II of Macedon sent a message to Sparta:
"If I win this war, you will be slaves forever."
The Spartan ephors sent back a one word reply: "If".
"If I win this war, you will be slaves forever."
The Spartan ephors sent back a one word reply: "If".
If you use Mbuilder to compile then you should add the -blocksize 0 in the BSP option. You have a box where you can type custom command lines.
The maplist I was refering to are in game, bring down the console and type maplist, find you map and run it. (if cheats are activated then you can click on a certain part of the main game menu picture to get directly to the map list).
You should be able to put "thereisnomonkey" stuff in the Mbuilder to, I think there is a box where you can add that option. Or edit your desktop icon for Mohaa, right click and check preferences. Look for the command line to the game exe file. In the end of that line after the " put in the whole line that I posted before.
And for everyone who are against cheats. The options you get by adding this only works for SP so you can't cheat with this in MP. That's why you should put your map in the SP folder while trying it out.
The maplist I was refering to are in game, bring down the console and type maplist, find you map and run it. (if cheats are activated then you can click on a certain part of the main game menu picture to get directly to the map list).
You should be able to put "thereisnomonkey" stuff in the Mbuilder to, I think there is a box where you can add that option. Or edit your desktop icon for Mohaa, right click and check preferences. Look for the command line to the game exe file. In the end of that line after the " put in the whole line that I posted before.
And for everyone who are against cheats. The options you get by adding this only works for SP so you can't cheat with this in MP. That's why you should put your map in the SP folder while trying it out.
