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More control over VIS?

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Sat Aug 01, 2009 4:44 pm Post subject: More control over VIS? |

Such as what you can do in Hammer, as far as hint brushes for VIS (as seen here http://rvanhoorn.ruhosting.nl/optimization.php?chapter=hints)? Not asking about areaportals, though.

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Sun Aug 23, 2009 7:14 pm Post subject: |

Detail brushes need addition too - they can cut VIS times very dramatically. _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010 MHQuake Blog (General) Direct3D 8 Quake Engines

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goldenboy Joined: 05 Sep 2008 Posts: 310 Location: Kiel |

Posted: Mon Aug 24, 2009 1:59 am Post subject: |

It's not such a problem to build a vis-friendly map, really. _________________ ReMakeQuake The Realm of Blog Magic

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Mon Aug 24, 2009 4:18 pm Post subject: |

Well the ultimate vis-friendly map is probably an empty square room (which is about as far as my own mapping skills go). What I suppose we're talking about is stuff that makes it easier to do the job without having to resort to obvious trickery (how many times have you dodged around a pillar in the middle of a corridor and thought "I know why that's there!"?)
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Mon Aug 24, 2009 6:40 pm Post subject: |

Is there a way to get an invisible vis occluder? Maybe a texture that uses a transparent color and setting it to func_illusionary?

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mh Joined: 12 Jan 2008 Posts: 910 |

Posted: Mon Aug 24, 2009 11:16 pm Post subject: |

The best way is through qbsp modifications. It should be very possible to port over a lot of the features of more advanced versions and still retain full Quake bsp compatibility (even in classic ID Quake engines). Stuff like areaportals would be out as they would require a PVS change at runtime, but detail brushes, static vis occlusion brushes and so forth - I see no reason why not.
_________________
DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines

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ceriux Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA |

Posted: Tue Aug 25, 2009 1:23 am Post subject: |

in hl2 there was a texture you could apply to a brush that you set in a specific place in the map and it helped with vis or something... _________________ QuakeDB - Quake ModDB Group

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Tue Aug 25, 2009 2:00 am Post subject: |

mh wrote:
The best way is through qbsp modifications. It should be very possible to port over a lot of the features of more advanced versions and still retain full Quake bsp compatibility (even in classic ID Quake engines). Stuff like areaportals would be out as they would require a PVS change at runtime, but detail brushes, static vis occlusion brushes and so forth - I see no reason why not.

Mhmm, I'll think about this madness.

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