Finiky Man Vis issue
Posted: Wed Mar 24, 2004 2:40 am
I've been working with this stuff for a few months so I understand how to do it. But the very presence of ManVis messes things up. I'll try to keep this brief.
Originally, I had No manvis, only some area portals and I compiled with a blocksize of 0. That works perfectly, but I want to boost the FPS if I can.
Using large cubes of Vis brushes, I have blocked out large areas that I want turned off when I am in a target cube. This is also working correctly. Here is the problem:
Two large areas of my map that do not even have manvis cubes have popping visibility. Specifically, I am standing in an open area of the map. I am NOT inside a Vis cube. And I am looking at the other side of the open area which is also NOT inside a vis cube. But most of the brushes in the direction I am looking do not draw. If I switch positions and look the other way. The other side draws correctly.
I've tried using blocksizes of 0, 768, 1024, and 2048. All this does is make more areas pop that were not popping before.
Is there a way to use man Vis so that it forces an area to draw instead of not draw? Or would you use an extremely large hint brush to do that? I prefer not to use a hint brush if I can avoid it.
Two things I've learned about them:
1. Lots of Hint brushes slow your Vis step down tremendously.
2. The "-nohint" compile option doesn't work worth a damn so don't bother.
Anyway. IF anyone has any suggestions I'm all ears. A small boost in FPS isnt' worth all this grief. The map runs pretty well as is. But hi-res textures on a low-res machine would kill you.
Originally, I had No manvis, only some area portals and I compiled with a blocksize of 0. That works perfectly, but I want to boost the FPS if I can.
Using large cubes of Vis brushes, I have blocked out large areas that I want turned off when I am in a target cube. This is also working correctly. Here is the problem:
Two large areas of my map that do not even have manvis cubes have popping visibility. Specifically, I am standing in an open area of the map. I am NOT inside a Vis cube. And I am looking at the other side of the open area which is also NOT inside a vis cube. But most of the brushes in the direction I am looking do not draw. If I switch positions and look the other way. The other side draws correctly.
I've tried using blocksizes of 0, 768, 1024, and 2048. All this does is make more areas pop that were not popping before.
Is there a way to use man Vis so that it forces an area to draw instead of not draw? Or would you use an extremely large hint brush to do that? I prefer not to use a hint brush if I can avoid it.
Two things I've learned about them:
1. Lots of Hint brushes slow your Vis step down tremendously.
2. The "-nohint" compile option doesn't work worth a damn so don't bother.
Anyway. IF anyone has any suggestions I'm all ears. A small boost in FPS isnt' worth all this grief. The map runs pretty well as is. But hi-res textures on a low-res machine would kill you.