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The Dreaded big open map...a few questions

Posted: Tue Feb 11, 2003 12:42 am
by Desert Eagle
Okay I have included a picture so you can see what I am asking about:


Image

You can see if you are at bottom of picture looking up...at the ship...fps are going to be low..to low for my liking.

I have used some hint and vis brushes to take care of fps in other areas of map.

Area portals work great for doors.

There is nothing for windows right, to stop the complier from seeing through?

The top of the skybox have to be the same height throught-out map?

Can hint or vis brushes pass through enities like doors?

Is a nodraw brush considered a structual brush?

And If anyone has any idea how to keep entire top portion of map (ship) from being rendered let me know. Do not know if I should use hints, vis, or leaf-groups.

Sorry for all the questions. Just thought easier if in one post.

Posted: Tue Feb 11, 2003 1:11 am
by ButtChew
I am a map rookie, but for your last question:
how to keep entire top portion of map (ship) from being rendered let me know. Do not know if I should use hints, vis, or leaf-groups.
If you dont want it renedered, you wont be able to see it (right?) so why not just make it a caulk texure. MOH doesnt render it.

Maybe Im way off too :?

Posted: Tue Feb 11, 2003 3:06 am
by Desert Eagle
What I mean by rendering is I do not what the game engine drawing the entire thing way players are not near it...like on other side of map.

Posted: Tue Feb 11, 2003 8:16 am
by jv_map
There is nothing for windows right, to stop the complier from seeing through?
That wouldn't look good ;).
The top of the skybox have to be the same height throught-out map?
No.
Can hint or vis brushes pass through enities like doors?
Yes.
Is a nodraw brush considered a structual brush?
No.
And If anyone has any idea how to keep entire top portion of map (ship) from being rendered let me know. Do not know if I should use hints, vis, or leaf-groups.
Use a vis_leafgroup for that.