Vis Blockers... Created 20 years ago2003-11-12 19:39:18 UTC by Marlborometal Marlborometal

Created 20 years ago2003-11-12 19:39:18 UTC by Marlborometal Marlborometal

Posted 20 years ago2003-11-12 19:39:18 UTC Post #4556
My map is big, funny and nice... And it has a very big and detailed room surrounded by little rooms, all connected among them and with the big room too... And... It runs slow whenever I look to a closed door.
I read something about Vis Blockers somewhere and thought "Well, this could work, I could block the doors and make the game runs smooth... Well, smooth in the little rooms...
How do I set VisBlockers???.
Posted 20 years ago2003-11-13 01:52:35 UTC Post #4578
Vis Blockers are just walls... but they are positioned so that they block a line of site from one room to the other. There is more info in the R_speeds tutorial, but not much. I was doing a tut on it, but couldn't get consistant results.
Try to place walls so that you cannot see from one room into the next. Doors do not block visibility, because they are entities. So you need to incorperate a wall.
Posted 20 years ago2003-11-13 05:51:31 UTC Post #4584
Unless its a solid door :D
Posted 20 years ago2003-11-13 08:12:29 UTC Post #4593
In this case it will never open :P. What about Hint textures?.
Posted 20 years ago2003-11-13 08:54:41 UTC Post #4596
Posted 20 years ago2003-11-13 10:52:44 UTC Post #4609
Thanks Tlax, I?ll try those sites :).
Posted 20 years ago2003-11-13 22:53:14 UTC Post #4668
De Wans original tutorial on Hints for Quake is probably the best I have ever seen, but I can't seem to find it anymore. However, here is something people seem not to mention when talking about Hint Brushes.
When the engine divides the map into BSP leafs to assemble the Potentially Visible Set or PVS (as discussed in the VERC tutorial), it doesn't do it exactly the same way everytime you compile.
Sometimes adding a hint brush can be worse, than re-compiling and trying to get a different result. However this tends to lead to r_speed madness, where you are chasing a single wpoly reduction for the sake of a few days work.
What you really want to achieve is drastic reduction, and the best way to do that is through initial design.
When building a map... always keep in the back of your mind, what can I see when I stand here, and what will the engine see?
There is no surefire answer, but the tutorials that Tlax has linked is a really great start to understanding how it all works.
Posted 20 years ago2003-11-13 22:58:25 UTC Post #4669
I know... Still I am going too fast... I begun mapping when I joined the site and... Well, shouldn?t I be happy with simple maps until I grow better at this?. You know, is something that comes to mind when looking for complications like these.
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