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More control over VIS?

 
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Sat Aug 01, 2009 4:44 pm    Post subject: More control over VIS? Reply with quote

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
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PostPosted: Sun Aug 23, 2009 7:14 pm    Post subject: Reply with quote

Detail brushes need addition too - they can cut VIS times very dramatically.
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goldenboy



Joined: 05 Sep 2008
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PostPosted: Mon Aug 24, 2009 1:59 am    Post subject: Reply with quote

It's not such a problem to build a vis-friendly map, really.
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mh



Joined: 12 Jan 2008
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PostPosted: Mon Aug 24, 2009 4:18 pm    Post subject: Reply with quote

Well the ultimate vis-friendly map is probably an empty square room (which is about as far as my own mapping skills go). Wink

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!"?)
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Downsider



Joined: 16 Sep 2008
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PostPosted: Mon Aug 24, 2009 6:40 pm    Post subject: Reply with quote

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
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PostPosted: Mon Aug 24, 2009 11:16 pm    Post subject: Reply with quote

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.
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ceriux



Joined: 06 Sep 2008
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PostPosted: Tue Aug 25, 2009 1:23 am    Post subject: Reply with quote

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...
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Downsider



Joined: 16 Sep 2008
Posts: 478

PostPosted: Tue Aug 25, 2009 2:00 am    Post subject: Reply with quote

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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