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FPS freak
Posted: Sun Mar 09, 2003 3:19 pm
by Bjarne BZR
I have this strange problem:
The thing that is going to explode im my objective map is drawn all the time... it does not matter that there are a couple of walls, floors in the way... it does not matter that i used vis_leafgroup targeting to make it not draw...
It is drawn from all places in the map ( not seen, but drawn ( seen only using
r_showtris 2 ) ).
The
exploder brushes of the objective are drawn all the time.
After the explosion, the
explodersmashed brushes of the objective are drawn all the time.
Why! Oh why!
Here is some nice pictures of my predicament, here a normal view:

And here using
r_showtris 2, the exploded objective can be seen ( its 3 floors down and vis_leafgroup targeted! ):

...it should not be seen!!!!!!!
Hilfe!!!!
Posted: Sun Mar 09, 2003 4:38 pm
by jv_map
Most entities have this behaviour. God knows why

.
Posted: Sun Mar 09, 2003 4:47 pm
by Bjarne BZR
That sucks...

The exploder is so complex that it really affects the FPS....

again.
Well well... I know better next time then

Posted: Mon Mar 10, 2003 12:52 am
by RUNGSI
Have you tried using manvis?
this way it will not draw anything below you that can not bee seen.
If you dont know what I am talking about.
Read the tutorial included with the SDK.
Posted: Mon Mar 10, 2003 2:09 pm
by Bjarne BZR
When U say manvis, R U referring to the use of hint brushes and targeted vis_leafgroup entities? If so there are tons of them in the map, and If they worked as they should: the obective should pop out of "visibility" a long time ago in the pictures suppiled above
RUNGSI wrote:Read the tutorial included with the SDK
What is the name of this tutorial? Is it a Spearhed tutorial by any chance ( because I cant find anything like it in the MOHRadiant installation )?
Posted: Mon Mar 10, 2003 4:27 pm
by TheStorm
Vis leafgrops work but you must set it up correctly, entities completly surrounded by (inside) a vis leafgroup will not be rendered if the player are inside an other visleafgroup that targets the one with the entity.
Remember that a vis leafgroup around something have no effect at all unless it's target from some other vis leafgroup, and it's only when the player are inside that other vis leaf that the target one won't be renderd.
As soon you move out of the vis group it will be rendered again unelss the map is designed in such way that it won't be renderd because the ordinary VIS take care of it.
A thread about VIS leafs
An other thread with Vis leaf
A vis leaf search over at TMT (sadly the pictures are removed from some threads).
Posted: Mon Mar 10, 2003 4:53 pm
by Bjarne BZR
I have lots of targeted vis_leafgroup's in the map ( tricky little buggers when there is a lot of them ) and they work fine... its just the ojective that is not affected by them... at one point I realized that some of the script_origin's of the exploderchunks were outside the intended vis_leafgroup and moved them inside it... I was despeate ( And yes; it did not help ).
Normally I would just ignore it, but because the exploder is such a complex structure: it gives a general FPS drop all over the map

Posted: Mon Mar 10, 2003 5:06 pm
by jv_map
Bjarne, in case you haven't noticed - your images aren't working anymore
Sorry if I stated the obvious

Posted: Mon Mar 10, 2003 9:16 pm
by Bjarne BZR
Ahhh... our clan server has moved to port 82 for some reason... thanx.
Posted: Mon Mar 10, 2003 9:50 pm
by Bjarne BZR
I discovered someting while making new screenshots... the exploder is not drawn everywhere anymore... it is drawn only when I tell it to

BUT after setting off the bomb, the exploderchunk is drawn everywhere... I prefer it this way as the exploderchunk is a less complex construction
The only difference is that i did final lighting this time ( all other settings the same... ). Wierd indeed.. . . ... ...