Re: vis
Posted by Wild Card on
Fri Mar 12th 2004 at 7:33pm
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Yes, why? I dont exactly know. Its one of them:
"Dont ask just do it" type of things.
Re: vis
Posted by fishy on
Fri Mar 12th 2004 at 8:14pm
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you really need to use vis on maps that you release.
if you don't, then when you play the map, every face in the entire map with be drawn. even the things that you cant see, far away in other areas of the map, with still be loaded in your video card. but when you use vis, it figures out what you can see from different places, so it only draws them what you can see.(and round some corners)
this all makes it much easier for your video card, and makes playing the map so much smoother.
not using vis is sometimes ok for a quick compile, to check for leaks, and testing entities.
Re: vis
Posted by Wild Card on
Fri Mar 12th 2004 at 8:46pm
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oh yea, with the leafs, lol.
Yes then, since thats what it does you'll need to run it (I know leaf thread takes time) but if you want your map to be playable and keep the r's under 10000, you have to run VIS.
Re: vis
Posted by Jinx on
Sat Mar 13th 2004 at 3:08am
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another important thing: RAD won't run unless VIS has run. RAD is the lighting program, without it your map will look fullbright- ie look like s**t.
and even on maps that seem fairly open, VIS can do a lot to help rspeeds and keep the map from being laggy.
sure, you don't have to run VIS or RAD.... but we don't have to play your asstacular map, either.
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I could go into the inner workings of why VIS is absolutely necessary, but I won't. Just use it, wait for it to finish and move on. Take it on faith that it'll make your map better.
Re: vis
Posted by Jinx on
Sat Mar 13th 2004 at 7:35am
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maybe he can't tell a difference because he has a LEAK and vis/rad aren't running anyway
Re: vis
Posted by wil5on on
Sat Mar 13th 2004 at 11:52am
Posted
2004-03-13 11:52am
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That wouldnt surprise me in the least.
Re: vis
Posted by Gollum on
Tue Mar 16th 2004 at 8:54pm
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This topic doesn't even deserve discussion. There's only one answer:
Yes! Of course you must run VIS!
Failing to run VIS for a final compile indicates contemptible laziness in a mapper.
Re: vis
Posted by Jinx on
Tue Mar 16th 2004 at 9:23pm
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omega, even on a one-room killbox you should run vis. it still optimises the map in a variety of ways, and without it you cannot run RAD. a half-life map without VISing is kinda 'half-cooked' and will run tend to run s**tty and laggy, especially on older computers.
also, it's "you're next" not "your next" (sig text)
Re: vis
Posted by half-dude on
Wed Mar 17th 2004 at 6:05am
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Look at my pic of xenophobia, that has rad but not vis
Re: vis
Posted by omegaslayer on
Wed Mar 17th 2004 at 6:27am
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Looks good so far. :biggrin:
What compile tools are you using? Once you get to a bigger level, then you'll start noticing a difference.
Re: vis
Posted by half-dude on
Wed Mar 17th 2004 at 6:37am
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That's another problem, I can't estimate how big you can make a level before it freaks. What are some non-basic clues?
Re: vis
Posted by JFry on
Wed Mar 17th 2004 at 6:48am
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Not sure what you mean by "freaks" but how big you make them is really up to you. Everyone's computer is different and compile times will be different as well. My advice (for sp mapping) is to keep making it bigger until your compile times become too long.
And Jinx it is possible to run rad without running vis, albeit with direct lighting only. However playing a map with no vis performed is kinda like eating a hamburger with no toppings. Sure it's still a hamburger, but it's not quite all it could be.
Re: vis
Posted by omegaslayer on
Wed Mar 17th 2004 at 6:50am
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Lol I just realized that if you can run rad without vis then youll probably using that compile tools for Quake 2.
Are you familar with r_speeds? (# of polygons seen at that moment) well I dont know exactly how many polys openGL maxes out at (2000?), but software maxes at 800, after that it "cuts" out brushes. But as you know csg cuts all brushes into more, so it will vary depending upon how you construct your level.
Its probably just a good idea to run vis (or have an insane amount of level transitions), it doesn't take nearly as long as rad (in most cases)