Visblocking... Created 19 years ago2004-05-11 07:41:36 UTC by Unbreakable Unbreakable

Created 19 years ago2004-05-11 07:41:36 UTC by Unbreakable Unbreakable

Posted 19 years ago2004-05-11 07:41:36 UTC Post #26446
What is it?
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2004-05-11 07:45:12 UTC Post #26450
I can give you a "[b][u]HINT[/b][/u]" ;)
Posted 19 years ago2004-05-11 07:49:42 UTC Post #26454
Vis = Visibility
Ie: What the game renders... goes from back to front, (use r_draworder 1 or gl_wireframe 2 to see the reverse of the normal render)

Blocking vis can have advantages - less wpoly = more room for detail
more wpoly= lag
+799 wpoly = software can't manage, starts dropping polys = looks crap and lags

ALWAYS USE -full VIS!!!! for final compiles

... there are tons of stuff on this..
Posted 19 years ago2004-05-11 11:47:38 UTC Post #26514
When kol says "USE -full VIS!!!!" he means add "-full" to the end of the VIS command line.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-05-11 14:07:00 UTC Post #26528
About the 800 poly limit...

Why do we worry about software mode anyways now? I'd like to know that... Modern days computers can handle 1200 - 1500 poly's easily!
Posted 19 years ago2004-05-11 14:10:19 UTC Post #26533
Although I do think multiplayer maps better aim for about 800 instead of 1500 since combat area's require some less poly's to still run smooth.
Posted 19 years ago2004-05-11 14:15:10 UTC Post #26538
in zenos you dont have to put "-full" at the end of the command line
Luke LukeLuke
Posted 19 years ago2004-05-12 07:23:59 UTC Post #26614
Thanks guys--- Oh and 7thMonkey, I know where you add the -full command, Im not a newbie, just a beginner. lol. Anyways yep thanks.
Unbreakable UnbreakableWindows 7.9 Rating!
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