VIS Compiler Last edited 16 years ago2008-04-27 08:59:31 UTC

You are viewing an older revision of this wiki page. The current revision may be more detailed and up-to-date. Click here to see the current revision of this page.

This article was converted from a previous version of TWHL and may need to be reviewed

  1. The formatting may be incorrect due to differences in the WikiCode processing engine, it needs to be revised and reformatted
  2. Some information may be out of date
  3. After the article is re-formatted and updated, remove this notice and the Review Required category.
  4. Some older articles are no longer useful, or they duplicate information from other pages. In this case, delete the page after merging any relevant information into other pages. Contact an admin to delete a page.
This is the third of the compiling programs. It takes the .pt2 file from the BSP program with all the leaf and portal data, and figures out line of sight, which leaf portals can see which other leafs. This info is passed on to RAD.

This program is not absolutely necessary, but for a final build is a must. It optimises the map, speeding things up greatly.

More info from DOE, Snowdog:
VIS: This tool creates the visibility matrix for the map based on the levels geometry. This martix is what determines which polygons the player can see, might see, and can't see from any given point within the level in game. It is critical that this tool be run on every .bsp you create. If it is not run then the entire level will be visible all the time which would, in all but the simplest of box maps, make the map unplayable due to video-lag.

Comments

You must log in to post a comment. You can login or register a new account.