The Dreaded big open map...a few questions
Posted: Tue Feb 11, 2003 12:42 am
Okay I have included a picture so you can see what I am asking about:

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.

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.