VIS Blocking Created 20 years ago2003-08-04 11:10:39 UTC by RacerX RacerX

Created 20 years ago2003-08-04 11:10:39 UTC by RacerX RacerX

Posted 20 years ago2003-08-04 11:10:39 UTC Post #519
How exactly can you make sure you make a wall that will properly vis block an entity model?

A func_wall will not work right? (for like 1 way glass)

Also, I put a flag behind a solid brush (not a func_wall or tied to any entity) and when i look at wall where flag is, my epoly count goes up. How do i prevent this?
Posted 20 years ago2003-08-05 04:07:47 UTC Post #520
Hint brushes, maybe? Not sure, sorry.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-08-09 00:18:55 UTC Post #521
Any entity will not block VIS as you found out. You need to use a solid brush to block VIS and it must touch the floor, ceiling and walls also.
If you think the engine can see over, around or underneath your wall, then it probably can. Sky textures play havoc with potentially visible brushes. And a solid brush will not always block the engine's idea of what can and can't be seen.
You need to do some experimenting with this. Hint Brushes are a mystery at the best of times, but worth playing with. It all depends what you want to achieve.
Don't worry too much about the epoly reading, the engine just knows there is a model there and is redering it, wether you can see it or not. It is the wpoly count you should be concerned with.
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