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Some leak questions
Posted: Sun Jun 08, 2003 8:07 pm
by Alcoholic
Ok i was just reading that other thread and somebody said lod terrain does NOT seal maps.... I have some questions because i have a leak too...
1. What about patch meshes?
2. one part of my lod terrain goes down like a crater, do i put a structural brush under that, and then close off the rest of the lod terrain from under? if i do that, ill have all this space under the lod terrain, is that ok?
Posted: Sun Jun 08, 2003 8:11 pm
by Zip
I think a lot of people use a sky box that totally surrounds their map. This seals everything in, no leaks

It doesn't matter if you have space in between your level and the sky box.
Posted: Sun Jun 08, 2003 8:29 pm
by wacko
i think patch meshes don't work either, only structural brushes. a big fat sky box is very easy to make and indeed seals the whole chaos inside, but as in almost everything in life, this easy way is the worse way. you'll get very bad FPS this way. Nevertheless, you could work with such a skybox until the final layout of your map is set and then you would start to optimize this skybox, like make it smaller or include buildings as part of it...
Posted: Sun Jun 08, 2003 9:16 pm
by m0g
Have a look at this skybox, from Southern France! It surround all building instead of the whole box-around-the-map way.... as wacko wrote
"this easy way is the worse way" So this way it will you give you better FPS.

Posted: Sun Jun 08, 2003 10:41 pm
by Surgeon
Patch meshes, LoD Terrain, Models, Detailed Brushes and entities need to be "sealed" from the void or you will get leak errors. You seal them off by using structural brushes. Use as small a number of "sealing" brushes as possible, and try and leave a small a gap as possible....
Posted: Sun Jun 08, 2003 11:03 pm
by Sonsai
But if your sky is that close, as in the SF picture, then the nades and rockets will disappear quickly...