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Downsider

Joined: 16 Sep 2008 Posts: 478
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mh

Joined: 12 Jan 2008 Posts: 910
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goldenboy

Joined: 05 Sep 2008 Posts: 310 Location: Kiel
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Posted: Mon Aug 24, 2009 1:59 am Post subject: |
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It's not such a problem to build a vis-friendly map, really. _________________ ReMakeQuake
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mh

Joined: 12 Jan 2008 Posts: 910
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Posted: Mon Aug 24, 2009 4:18 pm Post subject: |
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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)
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Downsider

Joined: 16 Sep 2008 Posts: 478
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Posted: Mon Aug 24, 2009 6:40 pm Post subject: |
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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
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Posted: Mon Aug 24, 2009 11:16 pm Post subject: |
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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
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Tue Aug 25, 2009 1:23 am Post subject: |
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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
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Posted: Tue Aug 25, 2009 2:00 am Post subject: |
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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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