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Leaf groups
Posted: Fri Aug 27, 2004 1:52 pm
by Ezykeyal
Hello i'm new here and also new to the MoHRadiant editor.
I'm not new to radiant though.
Anyway my questions:
1-Is it possible to overlap VIS Leaf groups for example:
I made this castle and I want multiple groups to block off the various chambers but once I am in another area outside of the castle i want the entire castle to be gone since it can not be seen anyway.
If I would link the various room "leaves" to that specific area it still does not make everything disappear.
2-Anyone know how the -vertex lighting is handled and if it is bennificial ?
Thanks,
Posted: Fri Aug 27, 2004 7:02 pm
by Bjarne BZR
I think you can, but if you start overlapping vis_leafgroups, you are probably overdoing it...
I think what you need is good use of detail/structural brushes.
Perhaps some areaportals in the doors as well.
Check these tuts out:
http://dynamic6.gamespy.com/~rjukanproj ... WithDetail
http://dynamic6.gamespy.com/~rjukanproj ... reaportals
Oh, and check this one as well:
http://dynamic6.gamespy.com/~rjukanproj ... oupHandsOn
...just to make sure you really understand vis_leafgroups ( many say they do, but many of them are mistaken

).
Posted: Fri Aug 27, 2004 9:01 pm
by Ezykeyal
Thanks, i read those.
I have developed environments for a game called Vampire the Masquerade: Redemption and they use the same editor, Radiant.
It basicly all works the same accept the portalling system.
In Vampire you had to make portals in your entire level as a rendering method (What you portalled is what will be rendered).
This dramaticly increased compiling time as compiling was done portal after portal.
Also it worked a little differently in-game.
When the player was inside a specific portal it would only show the other portalled areas which the player could actually see at that specific moment.
Anyway I prefer that above leaf groups though this will do.
Also I experience a very slow compiling time after i built the surrounding mountains with patches.
It stays about 10 min on the mohlight start and starts compiling very very slow after that.
It says 7 min remaining but i've let it run for over an hour and it reached 88%.
This is even with the -fast option.
Kind of ridicilous if you ask me.
Posted: Fri Aug 27, 2004 9:32 pm
by Bjarne BZR
He he, I've had 3-day compiles. But you can actually skip the light compile alltogether if you just need to see how it looks. You will get a "fullbright" lighting. Actually, you can skip the VIS compile as well. You will get sucky FPS. But if you skip both; you can compile "just to test" in 2 shakes of a lambs tail ( love that expression

).
The light compile is the absolute slowest part once you learn a little about how VIS works ( and you seem to have a rather good grip on it ).
Posted: Sat Aug 28, 2004 10:17 am
by Ezykeyal
Well I am going to finish the level today probably and then do a full compile tonight but I do not think it will be done in the morning.
Here's some older images:

Posted: Sat Aug 28, 2004 11:22 am
by Bjarne BZR
Dude, those definetly belong in the bragging forum
