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I need real help guys.
Posted: Thu Feb 27, 2003 6:57 pm
by Gen Cobra
My new map =IRON TUSK= needs a vis leaf group to ensure good playablity online. But before I got throwing leafgroups around please tell me if my understand is correct.
I place a leafroup in a place where the player will not be able to see the rest of the world(the best I can see) trhen another of the same(?) somewhere else where he can't see then give the first one
target name
1
target
1
Then do the same for each individual group associated with that first one?
Is that right? And should I be severly careful? I mean if I screw this up is it gonna blank an area out so a player can't see an area he should?
Please, I checked the older posts and I still don't understand how to properly apply it.
Anyone with a good tut or can post a decent explaination please do so.
I

appreciate the help guys. A lot.
Posted: Thu Feb 27, 2003 7:06 pm
by HkySk8r187
The easiest way to do this in my opinion is by compiling the map with full vis. Then load your map in mohaa and use the "r_showtris 2" command in console to show you what faces are being drawn. Move around the map...if you see an area of the map that is being drawn when it shouldn't be, then in the editor place a leafgroup in the area you were standing, a second leafgroup around the faces you dont want it to draw, and make the first one target the second on. Next time you compile those faces will not be drawn while you are standing in the first leafgroup. You can make leafgroups target as many other leafnodes as you want by using a space (ie: target / area1 area2 area3). Only brushes or entities completely inside a targeted leafnode will hidden. Hope this helps you out.
Posted: Thu Feb 27, 2003 7:13 pm
by Gen Cobra
I will try that. I wonder why when I goto the console and type in cg_drawfps 1 it doesn't do jack? I have the console on?

Posted: Thu Feb 27, 2003 7:35 pm
by jv_map
Type 'fps 1'.
Posted: Thu Feb 27, 2003 7:44 pm
by Gen Cobra
k thanks jv
Posted: Thu Feb 27, 2003 8:11 pm
by Gen Cobra
Ok here is what I have for fps before I apply the vis leaf group.
On 16 bit with the lowets of settings I got for a low 22. For a high I got 57 or so. On 32 bit it sucked but wasn't so bad you couldn't play it. 14 low 45 high. Is that good? And will the applications of the VIS Leafgroup make the difference. Stay tuned. Same bat time same bat channel.
leaf groups
Posted: Fri Feb 28, 2003 8:51 am
by bdbodger
the spearhead sdk has a good tut on vis leafgroups and manual vis. what I do is create a brush make it a vis leaf group . make some more is areas you don't think that the first area can see . select the first area then the second press ctrl-k the second area turns blue in the editor select the third area ctrl_k again it turn blue etc etc untill all the areas that the first area can't see are blue . deselect all choose the second area ctrl-k all the areas that this area can't see . etc etc untill all area have been chosen first and I can see what areas that these area's can't see decelect choose one at a time . all area's it can't see turn blue and have a line going to them from the original vis leaf group . works only on sealed maps though I think no leak to the void . My map was a outdoor map with little or no structural brushes for vis so every area in map is in a vis leaf group . you can make them big or small I had about 12 defined areas in my map .
n00b question
Posted: Fri Feb 28, 2003 11:02 am
by jv_map
Do leafgroups work the other way around? For instance, if you're standing at the 'target' area, is the 'targetname' area hidden?

Posted: Fri Feb 28, 2003 12:23 pm
by Angex
Probably not, but you could make area 1 target area2, and area2 target area1. That should work.
Posted: Fri Feb 28, 2003 12:34 pm
by jv_map
Okay thanks 8)
Posted: Fri Feb 28, 2003 11:57 pm
by bdbodger
like I said choose every area one at a time and make it target all the areas it can't see by pressing cntrl-k . when you select a vis leafnode after that all the areas it can't see will be hilighted deselect and choose another area and you should see what area it can't see . You do have to do the reverse it is not automatic .
Posted: Sat Mar 01, 2003 3:36 am
by Gen Cobra
This is gonna be a pain in the ass.

Posted: Sat Mar 01, 2003 3:38 am
by Gen Cobra
Ok reports back from the Beta Testers for Iron Tusk found a substantial change in fps a jump to 50 or even 70!
This is gonna rock.