Re: Stopping Vvis from cutting up leaves?
Posted by midkay on
Mon Aug 7th 2006 at 5:17am
midkay
member
398 posts
120 snarkmarks
Registered:
Apr 15th 2005
Location: United States
Hey all.
So I'm starting to do a lot of Vvis optimization on my map. The "problem" I have is that for example there are a lot of leaves in one area for a reason I don't know and I'd like to just surround that area with a hint brush to have one big leaf there to avoid all of the individual tiny ones. The problem is that Vvis half-ignores this and although it does split any leaves along the hint brush's boundary, it also splits up the hint brush internally.
Anyone know how to tell Vvis that "I want one leaf here and don't touch it"? I know it's an engine limitation that leaves can't be larger than 1024 units in any direction but even so, I don't want it to try and break them up if I know exactly how I want the leaves laid out in one area. Do I just need to try and manipulate it into doing what I want or does anyone know how to tell it exactly what to do?
Thanks in advance.
-- midkay
Re: Stopping Vvis from cutting up leaves?
Posted by reaper47 on
Mon Aug 7th 2006 at 10:38am
Posted
2006-08-07 10:38am
2827 posts
1921 snarkmarks
Registered:
Feb 16th 2005
Location: Austria
"split any leaves along the hint brush's boundary"
That's exactly what HINT brushes are supposed to do. Nothing more. Every polygon with the hint texture on it becomes the border of a new vis leaf. You can "guide" the vis process but it still cuts new leafs where necessary. They have to be concave I think like brushes in hammer and they have to cover the whole level.
The only way you can make vis leafs ignore brush geometry completely is by making it func_detail.
Re: Stopping Vvis from cutting up leaves?
Posted by midkay on
Mon Aug 7th 2006 at 7:32pm
midkay
member
398 posts
120 snarkmarks
Registered:
Apr 15th 2005
Location: United States
Thanks for your responses;
So there's no way to stop Vvis from doing its own stuff when you don't want it to split leaves in a certain area? I mean, it's not doing it around specific geometry or anything; there's nothing to func_detail. Just kinda randomly cutting them up in some places for no reason. No way to avoid this?
-- midkay
Re: Stopping Vvis from cutting up leaves?
Posted by reaper47 on
Wed Aug 9th 2006 at 4:55pm
2827 posts
1921 snarkmarks
Registered:
Feb 16th 2005
Location: Austria
This level of leaf adjustment isn't what makes your map run any faster. I wouldn't worry too much. It's only important that there are enough leaves between two areas that are absolutely invisible to each other. If vvis splits up the leaves a little more I wouldn't worry that much.
Re: Stopping Vvis from cutting up leaves?
Posted by Crono on
Tue Aug 29th 2006 at 3:35pm
Crono
super admin
6628 posts
700 snarkmarks
Registered:
Dec 19th 2003
Location: Oregon, USA
Are you sure the hint brush isn't making things worse?
Look into a func_areaportal and func_areaportalwindow
Seriously, go through that optimization guide and follow everything, everywhere, and you will find things that can be optimized.
It appears that there is a "leak" between the buildings and the outside and/or it's from the doorways you've already made.
Check for small "leaks" you don't want in the building by 'removing' (just make them hidden) all the outside geometry in the map. I can't personally think of another way to find small unwanted leaks that don't break the hull ... besides actually breaking the hull. Make sure to put something in the doorways, of course.
There really isn't anything to "understand" about what you're seeing ... the inside of the building is being seen from the outside ... fix it. There are in-depth guides that tell you how vvis cuts leafs up so you can design around it, I suggest looking at that as well. (They just happen to be on that optimization page too!)
Blame it on Microsoft, God does.
Re: Stopping Vvis from cutting up leaves?
Posted by Crono on
Wed Aug 30th 2006 at 7:26am
Crono
super admin
6628 posts
700 snarkmarks
Registered:
Dec 19th 2003
Location: Oregon, USA
I said leak in the building ... not the map. You can put the building (as in copy and paste it into a new map) into a void to see if there are any leaks besides the door ways. It was a suggestion to see if there's some parts of the inside being drawn that can be avoided (without using a func_areaportal ... which you should be using in those doorways.)
If you follow the optimization guide, you should be fine, but you should be aware that hint brushes are a last resort. As in: THE last resort. The next step if using them doesn't work out is to redesign and build the area. You should try your other options before resorting to hint brushes.
Blame it on Microsoft, God does.
Re: Stopping Vvis from cutting up leaves?
Posted by midkay on
Wed Aug 30th 2006 at 7:39am
midkay
member
398 posts
120 snarkmarks
Registered:
Apr 15th 2005
Location: United States
I don't see how there could be a leak "in the building". Check the Hammer shot, I've done Select All in it, and you can see for yourself that the leaves are created across and around and through flat brushes. Keep in mind that the bottom nodraw texture does not extend under the building; it stops at the edges to vacuum-seal the building's insides.
The roof hintbrushing is, as I've already said, certainly not very smart, but why do you say they must be used as [bold italic huge text] the last resort? Why not use them casually to make sure things are divided smartly, like doorways and stuff? What's the problem with them?
Thanks.
-- midkay
Re: Stopping Vvis from cutting up leaves?
Posted by midkay on
Wed Aug 30th 2006 at 10:13am
Posted
2006-08-30 10:13am
midkay
member
398 posts
120 snarkmarks
Registered:
Apr 15th 2005
Location: United States
Thanks ReNo, actually that first part did help me, about having skip textures around the sides touching doorways - I've just always used a fully-covered brush with a Hint texture for that purpose (since I thought the hints around the edges would act like guidelines to "create this exact box of a leaf here"). I'll go and fix that wherever it happens.
Same here about that one that goes along the center of the grid.. I hate it. The center happens to be right along some crucial leaf-points (along some interior hallways and stuff).
I'd be glad to email you the VMF to have a look, but I'm just about off to bed- maybe I can cut out this section and test it on its own to make sure no geometry is interfering for whatever reason, and if that doesn't do it, send it over to you.
Thanks for the clarification. :smile:
-- midkay
Re: Stopping Vvis from cutting up leaves?
Posted by Crono on
Wed Aug 30th 2006 at 9:22pm
Crono
super admin
6628 posts
700 snarkmarks
Registered:
Dec 19th 2003
Location: Oregon, USA
I never bothered reading that portion of the tutorial, since I never bothered myself with hint brushes (I guess). But, if you take a look at my mapping profile, this should not surprise you.
Well, if you can't work against the compiler, trying to tell it where to cut properly, you can try letting it work on its own. Which is what I was suggesting before. If you can't get your leafs the way you want them. Couldn't you also just shift the entire map and all of the contents over on the grid, so it aligns with the predetermined "leaf barriers"?
Blame it on Microsoft, God does.
Re: Stopping Vvis from cutting up leaves?
Posted by midkay on
Wed Aug 30th 2006 at 10:06pm
Posted
2006-08-30 10:06pm
midkay
member
398 posts
120 snarkmarks
Registered:
Apr 15th 2005
Location: United States
That might line the 1024-gridlines up in one way but certainly disalign them in another. The 1024-gridlines aren't really a problem, they certainly aren't causing diagonal cuts through a network of useless leaves. :smile: Plus I think dragging the whole map around could cause problems, I distinctly remember doing it before on another map..
-- midkay