Posted by $loth on Sat Jan 15th at 9:31pm 2005
Help appreciated.
[addsig]
$loth
member
2256 posts
286 snarkmarks
Registered: Feb 27th 2004
Location: South England

Occupation: Student
Posted by ReNo on Sat Jan 15th at 9:49pm 2005
[addsig]
ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Posted by Leperous on Sat Jan 15th at 9:55pm 2005
Leperous
member
3382 posts
788 snarkmarks
Registered: Aug 21st 2001
Location: UK
Occupation: Lazy student
Posted by omegaslayer on Sat Jan 15th at 10:22pm 2005
[addsig]
omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA

Occupation: Sr. DevOPS Engineer
Posted by $loth on Sun Jan 16th at 7:48am 2005

[addsig]
$loth
member
2256 posts
286 snarkmarks
Registered: Feb 27th 2004
Location: South England

Occupation: Student
Posted by Myrk- on Sun Jan 16th at 12:27pm 2005
Myrk-
member
2299 posts
385 snarkmarks
Registered: Feb 12th 2002
Location: Plymouth, UK

Occupation: CAD & Graphics Technician
Posted by Guessmyname on Sun Jan 16th at 1:10pm 2005
[addsig]
Posted by Paladin[NL] on Sun Jan 16th at 2:30pm 2005
Paladin[NL]
member
157 posts
56 snarkmarks
Registered: May 4th 2004
Location: Netherlands

Occupation: Student/mapper
Posted by ReNo on Sun Jan 16th at 3:54pm 2005
[addsig]
ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Posted by Static88 on Thu Feb 24th at 9:09pm 2005
-instead of starting a new post-
In regards to hint brushes. I have an outdoor area that I would like to use hint brushes on in order to hide the rest of my map which lies behind and below the large wall in the center picture here (center picture). Or if there's a better way of blocking off the unseen area, great! But as it is now, using +mat_wireframe, I can see things behind this huge wall and it's hurting my fps. Also, would using hint brushes all around the outside area prevent a player from seeing my city ground texture that's in a 3D skybox? Any help is appreciated.
[addsig]Posted by omegaslayer on Thu Feb 24th at 10:59pm 2005
[addsig]
omegaslayer
member
2481 posts
401 snarkmarks
Registered: Jan 16th 2004
Location: Seattle, WA

Occupation: Sr. DevOPS Engineer
Posted by Finger on Fri Feb 25th at 2:23am 2005
Hint brushes don't actually occlude anything - they only cut visblocks. There is a good example map with the sdk that shows how a hintbrush is used, to block objects on the other side of a short wall (doesn't extend to the ceiling).
When the engine calculates visibility, it does so from within the visblock that you are standing. This visblock can be very large, and allow much more visibility than just your perspective. To see these visblocks ingame, type mat_leafvis 1 in the console.
Static, my bet is that your visblocks extend above the wall that is supposed to be blocking other parts of the level. This sample map (not at my pc, don't have the exact link..but it's in the sdk_content folder) on hintbrushes shows the exact way to fix this problem.
Posted by zombie_computer on Fri Feb 25th at 2:44pm 2005
http://www.student.kun.nl/rvanhoorn/Optimization.doc
yea I know, doc...Im waiting till interlopers is back up so they can host it (I originally wrote it for them)thats also why you wont see the example map, sorry
Posted by Static88 on Fri Feb 25th at 5:27pm 2005
Posted by ReNo on Fri Feb 25th at 6:11pm 2005
[addsig]
ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Posted by SaintGreg on Sat Feb 26th at 4:57am 2005
If anyone has played the new cs map cs_compound you can see how valve uses a large hint brush the exact same way as in the sdk hintbrush map. See it was useful after all!
[addsig]Posted by $loth on Sat Feb 26th at 8:00am 2005
[addsig]
$loth
member
2256 posts
286 snarkmarks
Registered: Feb 27th 2004
Location: South England

Occupation: Student
Posted by Liberal.Nyulism on Sat Feb 26th at 9:55am 2005
Just want to add a bit of information to the thread:
If you build your map, and type " mat_visleaf 1" in the console, you can wander around your map, looking at each visblock, and decide which "tall" ones can be split, then go back into hammer and add a hint brush where you want to split it.
Thoughts:
You can spend a LOT of time on this problem and not impact the speed of your map. In fact, you can quite easily make it far worse. I have overloaded vis a couple of times,getting dozens of cluster-saw-into-cluster errors.
Lowering the ceilings and working with skybox textures seems to give a better result.
You can get better performance increases by following everyone's advice to make everything possible into a func_detail. That seemed to have the greatest impact on my vis performance.
Don't ignore your skybox either. I have a detailed skybox and when I put a dome in it, and didn't turn it into an entity, it gave me two dozen errors.
It's easy to look at visblock widths, but if you trim heights with hints, you often get better performance, since it's the problem of visibility going OVER architecture that's usually the problem.
Vis splits on the 1024 unit boundary (the big grid lines in hammer), and positioning your geometry so that it takes advantage of those splits is helpful.
I would like a tool that works like the nav mesh editor for pruning the vis tree. That would be useful.
Hope something above helps.
member
67 posts
27 snarkmarks
Registered: Jan 7th 2005
Location: USA

Occupation: exec
Snarkpit v6.1.0 created this page in 0.0127 seconds.

