Re: VIS optimization on train shaped map
Posted by Crono on
Mon Apr 9th 2012 at 6:32am
Crono
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Location: Oregon, USA
Isn't this what portals management is for?
Blame it on Microsoft, God does.
Re: VIS optimization on train shaped map
Posted by Digi on
Mon Apr 9th 2012 at 6:53am
Digi
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Yes well this isn't a typical map shape, it's relatively easy to manage them in a building and stuff, but for this I really don't know.
Re: VIS optimization on train shaped map
Posted by Digi on
Mon Apr 9th 2012 at 8:21am
Digi
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Location: Romania
Ok I've FINALLY managed to use portals without errors, I had to it enlarge the portal at the door go through the floor, weird...
I made 4 portals per car, 2 on the car-to-car doors and 2 on the windows and side doors (which are never open) and there will be like 10+ cars, are those too many portals ?
Also, I had to add very thin nodraw brushs between the walls of the roof and corners to prevent leaks and portal nightmare due to the curvy edges, but the brushes I added are also in angles and stuff, not great for visleafs, does anyone know a better way to block visleafs through func_details without making their faces invisible ? (which is what nodraw does if I add it as a square block)
But I still got that issue with seeing all details from the corridor, not as severe as before but still significant in certain areas:
[URL=http://imageshack.us/photo/my-images/837/test0009.jpg/][IMG]http://img837.imageshack.us/img837/5360/test0009.th.jpg[/IMG][/URL][URL=http://imageshack.us/photo/my-images/848/test0008.jpg/][IMG]http://img848.imageshack.us/img848/7848/test0008.th.jpg[/IMG][/URL][URL=http://imageshack.us/photo/my-images/40/test0007.jpg/][IMG]http://img40.imageshack.us/img40/3460/test0007.th.jpg[/IMG][/URL][URL=http://imageshack.us/photo/my-images/138/test0006y.jpg/][IMG]http://img138.imageshack.us/img138/4228/test0006y.th.jpg[/IMG][/URL][URL=http://imageshack.us/photo/my-images/687/test0005i.jpg/][IMG]http://img687.imageshack.us/img687/7241/test0005i.th.jpg[/IMG][/URL]
I also have a HINT brush on the entrances of those compartiments which are blocked by 2unit part of a wall, they shouldn't render even from that position :/ I don't know what to use there ... another lower fade portal ? =)