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VIS Data Size
Posted: Wed Feb 12, 2003 3:09 pm
by Gen Cobra
What is a good Vis data size? I get anywhere fgrom 40,000-100,000. I take it that is very large but I don't know. I use MBuilder. I'm trying to caulk my surfaces like you are supposed to.

Is there anything else that might help in making sure my map isn't a visual blunder for frame rate?

Posted: Wed Feb 12, 2003 3:30 pm
by rOger
Detail those brushes of your map that don't block you sight. like Stairs, crates and other such
DETAILS.
When you plan your map, try to design it so different parts of the map are sepperated by solid walls. I.e. no windows or doors just a small corridor or something. And make sure that the walls go all the way up to the skybrush.
Corridor ----------v
__________________________________
|.....One part......|. .............................|
|......of the map..|. .|...........................|
|........................|. .|....the other part...|
|________________|_______________|
My god, i'm good at whis ANSI stuff.

Posted: Wed Feb 12, 2003 3:46 pm
by Gen Cobra
What do you mean don't block your sight? What brushes should I DETAIL? Stairs is one you said. I caulk the undersides and places that you don't see when you play. But what other things should I DETAIL, and what is the significance of DETAIL?
My maps are large and very visually stimulating. My vis is gonna be large but over 100,000 must be too much.

Posted: Wed Feb 12, 2003 4:03 pm
by rOger
Ahh, sorry! Yes that might need some more explanation. With Detail i mean turning the whole stair or almost everything that isn't walls into a detail brush. To do this you right click in the 2D view after selecting all the brushes you wish to turn and select "make detail". Its above "make structural" which will turn detailed brushes back to normal brushes. This helps with VIS in the following manner. Detail brushes will be ignored and therefore not create additional VIS portals (or what ever the proper word is.).
On outdoor areas make almost everything Detail brushes. As everything is visible in any case.
For a good explanation on VIS go here.
http://w1.261.telia.com/~u26123488/vis/ ... ummies.htm
thanks
Posted: Thu Feb 13, 2003 1:38 pm
by Gen Cobra
thanks for the details.

Posted: Thu Feb 13, 2003 3:01 pm
by Gen Cobra
WOW
That made a difference. My VIS went from 142,000 to 40,000. Thanks. I never used detail before.
Now my maps are compiling like mad. MUhhaahaaa

Posted: Thu Feb 13, 2003 7:26 pm
by rOger
More stuff on VIS. If you copy the .prt file to the main/map folder you can user the console command "r_showportal 1" (or 2 or 3) to see where the portals are in youre map. User "r_showtris 2" to see all the facets drawn, there is usualy quite a lot of hidden ones. Helps to decide where the "hint" bruches, if any, might go.
Posted: Thu Feb 13, 2003 7:35 pm
by Gen Cobra
What's a hint brush?
Posted: Fri Feb 14, 2003 10:08 am
by rOger
It is a regular brush with the hint texture. There is some tutorials out there somewhere, but hint brushes is not really necessary unless you wish to optimise performance indoor.