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erasing vis leaf group
Posted: Tue Sep 14, 2004 5:45 pm
by agentmad007
Hi all
after a huge map compiling , i have noticed some strange mirror effect in my map , due to vis leaf group i guess .
My question is can whe delete them with the script thanks to the Key remove ?
TY
Posted: Tue Sep 14, 2004 7:04 pm
by Bjarne BZR
If I understand you correctly, you want to remove vis_leafgroup entities via scripting commands?
If so: the answer is unfortunately no.
Because those are not separate entities, like models and such... the vis_leafgroup's change the VIS compile, and because of this they are "hard coded" into the BSP file.
Why do you want to remove them?
brushes
Posted: Tue Sep 14, 2004 7:08 pm
by tltrude
You could remove the brushes by targetname, but the hall-o-mirrors effect would probably remain.
$vis1 remove
$vis2 remove
$vis3 remove
etc...
Re: brushes
Posted: Tue Sep 14, 2004 7:43 pm
by Bjarne BZR
tltrude wrote:You could remove the brushes by targetname
Are you sure? I don't think they are ediatble entities... they just tell the compiler how to split the BSP tree.
Or am I way off here? ( again

)
vis_leafgroup
Posted: Tue Sep 14, 2004 8:01 pm
by tltrude
A vis_leafgroup brush is an entity that can probably be removed. But, the affect the vis brush had on the world will remain, I think.
You can remove them by classname too.
removeclass ( String class_name, [Integer except] )
Removes everything in the specified class except for the specified entity (optional).
Posted: Tue Sep 14, 2004 8:15 pm
by Bjarne BZR
Thats now in the command appendix of the scripting tutorial

Posted: Tue Sep 14, 2004 10:49 pm
by agentmad007
Thx for the help bjarne and tltrude .
i want to remove them to fix my mirror effect .
thanks i ll try it
Posted: Wed Sep 15, 2004 2:25 am
by lizardkid
is it safe to lose all leafgroups after compilation in-script to conserve entity space? or would that cancel the effect?
Posted: Wed Sep 15, 2004 10:17 am
by kalashnikov
If you simply mean that there is a missing face in a brush that does show in radiant. I think that is a common problem with radiant. It is caused by csg substracting off the grid. It can be solved by clipping the brush so its on the grid again. But you should try to prevent these errors, because theyll keep coming back and completely mess up your map(telling from experience)
An important tool that will let you not use csg substract is clipping(select point 1 and 2) and then pressing shift enter. It will divide the brush and let you keep both sections.
safe
Posted: Wed Sep 15, 2004 1:05 pm
by tltrude
No, it is not safe lizardkid. Vis_leafgroups are good for the performance (FPS) of the map, if done right. In this case they were done wrong and players standing in one vis brush can see one that it targets. That means players see an empty hole that may be showing caulk or the void (hall-of-mirrors effect). If there were a golden rule for vis_leafgroups, it would be this.
Players must never see a vis brush that is targeted by the vis brush they are standing in!
Posted: Sun Sep 19, 2004 1:18 pm
by agentmad007
Code: Select all
$mv35 remove
$mv36 remove
$mv37 remove
$mv38 remove
Dont work
I can not delete my vis leaf group ....can someone help plz ?
Do you think if i set my vis leaf group on the grid (ctrl + g ) that error wont appear ?
But the best woul be for me to avoid a final compile again , because i am lazy about.
Thats is my 5 th attempt .Retried 3 time because of the mirror effects.
Posted: Sun Sep 19, 2004 2:53 pm
by Bjarne BZR
Basically: you need to go back to that basics.
What you are trying now is to put gaffa tape on your car to fix it, when the porblem is that your engine is missing
So lets go back: what is the problem? You got a "hall of mirrors" effect where you put a VIS brush, right? And you hate the time it takes to do a "-final" compile.
I suggest you skip light compiling completely, until this problem is fixed ( yes, you dont
need to do it at all ).
Just do BSP and VIS compile for now.
Posted: Sun Sep 19, 2004 3:15 pm
by agentmad007
yes but the map will be too much lighted .
Posted: Sun Sep 19, 2004 4:11 pm
by m4rine
Bjarne BZR wrote:I suggest you skip light compiling completely, until this problem is fixed
Posted: Mon Sep 20, 2004 4:48 pm
by agentmad007
How to skip light stage ? Should i select fast in light option only, thats is what you mean ?