r_speeds on a map with a drop-down hall between two areas

r_speeds on a map with a drop-down hall between two areas

Re: r_speeds on a map with a drop-down hall between two areas Posted by Narbleh on Tue Apr 10th 2007 at 12:34am
Narbleh
4 posts
Posted 2007-04-10 12:34am
Narbleh
member
4 posts 0 snarkmarks Registered: Apr 9th 2007 Occupation: Student
I have a map that starts in a forest-like area with a good amount of detail. The player then enters a tree-trunk and climbs a ladder down into the next area. The problem is the engine is rendering the forest and the lower area, even though it's completely obscured from view until the player enters the trunk. I've tried (clumsily) to use hint brushes, and got about 30wpoly off but not much more. In other Quake-engine games, I'd be able to just put a func_areaportal in the walls to cut vis off, but I see no such option for HL. I included a link to the area I'm talking about with gl_wireframe2 on (lower area visible in the center bottom). As you can see, the r_speeds are ridiculous, when a good 300 of that isn't even in view.

Most hint brush tutorials deal with flat corridors with other ones branching off, but none deal with using it in the Z dimension. Almost all the brushes in the lower area touch the void, so I can't just func_wall the lot.

Thanks for any help or tips!
Normal: [url]http://img.photobucket.com/albums/v198/spaceclam/sequitur20000.png [/url] Wireframe: http://img.photobucket.com/albums/v198/spaceclam/sequitur20001.png
Re: r_speeds on a map with a drop-down hall between two areas Posted by Orpheus on Tue Apr 10th 2007 at 12:57am
Orpheus
13860 posts
Posted 2007-04-10 12:57am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
I know this is going to come up, especially when I am the main contributor to such:
  • Images should never be over 100k if at all possible.
  • Images should always be in jpg format.
  • Images should be of a clarity and dimensions conducive for others to view them easily. (preferably 800x600)
    </LI>
These screens fail on all counts.

I have a tutorial on screen posting, if you should need to read one. However, posting screens is not rocket science and I do not want to insult you by suggesting you read is.

If you want to get help, give some by posting screens that people can use.

/2cents.

The best things in life, aren't things.
Re: r_speeds on a map with a drop-down hall between two areas Posted by Narbleh on Tue Apr 10th 2007 at 1:12am
Narbleh
4 posts
Posted 2007-04-10 1:12am
Narbleh
member
4 posts 0 snarkmarks Registered: Apr 9th 2007 Occupation: Student
If there were a way to delete threads, I would. I didn't know that doing -fast on vis meant it ignored hint brushes. As soon as I did a full vis, my hint brushes worked correctly and I solved the problem I posted about above.
Re: r_speeds on a map with a drop-down hall between two areas Posted by Orpheus on Tue Apr 10th 2007 at 2:12am
Orpheus
13860 posts
Posted 2007-04-10 2:12am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
If its a legitimate resolution to your problem that you just happened to work out for yourself, mark it "Correct and Solved"

No one will complain... Unless you make a habit of it. :heee:

The best things in life, aren't things.