does trees such as the .mdl models work as vis blockers?
I read somewhere that hint brushes are used before the VIS process. They said it was used in the BSP Process. I'll try and dig up the Url I read it at.
Thanks for the info all. And I think I may not endup running a VIS on this map now that someone has brang that up. I mean, I allways felt like it was a must with maps(my whole 1 month exp. hehe) But is it o.k. to not run VIS if it's not a map VIS will help? Any peoples thoughts on why I should and should not?
Anyway.. I restarted the map. ON first draft, (imagine to cubes cut open, one on top one on bottom. top cube is sky, bottom is ground w/ small height wall. I began making it with fps in mind, therfore minimizing unneeded ground brushes. (I plan on adding a few triangle landscapes later)My fps from one end to the other was about 50.
Added bridge and raised the floor on ends of bridge. FPS 30.
Messed around with hints brushes, decided I had know clue what I was doing. erased the hint brushes.
In my previous version I had four building on each end of map. very complex Structure. Ones I downloaded and edited.
I took one of the buildings that I used before and cut the walls out and made buildings using the walls and various parts of the building. there are now two buildings on ends of bridge. Tested ,, FPS 14 - 20 looking across.
That is where I'm out now. have'nt even added the floors, water, and shiz. There are many windows in builings, Question.....
IF I make the so you can't see through them as much will that help with FPS?
After a few more tries and stuff tomorrow, I think I might have to just go with hella simple buildings. (which sux, cuz I really wanted to start something for CS here).
Another question. SHould I look into NULL textures for area that are never seen my players? When ever I read about them, people talk about how the are tricky, and walls of mirrors or some shiz..
Anyway.. I see a perma grid.
gotta go to bed..
thanks again for all your help..