would hint help in this case?
S-Bolt--
11-08-2003, 02:05 PM
ok, so i have a huge area in a map im doing (lake, shores, trees, ruins lots of stuff) and when i com from the other end of the map ("entrance" to the lake) my r_speeds surpasses the limit of 800 wpoly (my limit) so i did the wireframe check and saw that when im in the smaller area (where the r_speeds are this high) i could see the whole lake behind the rocks and skybox .. ive tried everything to fix it, xcept for the hint sollution
so my idea is, if i put a hint between 2 skybrushes (1 on the side of the smaller area and 1 on the side of the lake area) would it also function as a wpoly lowering method?? or doesnt hint work with the skyboxes (thus it has to be in the level itself)
here what i mean:
BEFORE:
http://users.pandora.be/battusai/cin_breakthrough/almost_done/before.JPG
AFTER:
http://users.pandora.be/battusai/cin_breakthrough/almost_done/after.JPG
greetz..
in case ur curious about the map: http://users.pandora.be/battusai/cin_breakthrough/almost_done/
PS:
grey = rocks
blue = skybox
purple = hint
In my knowledge hint brushes like that you have in that picture doesnt help at all. Hint brushes arent ment to used like that...
That's what I know. Someone can clear things out better I hope.
S-Bolt--
11-08-2003, 02:17 PM
crap
Fullmetaljacket
11-08-2003, 02:17 PM
Nice map Bolty.. Hope someone can help yah..
Insta
11-08-2003, 02:59 PM
Lower the amount of translucent grass-textures you're using (the func_illusionaries you've spread all over the ground). With so many translucent textures in view at once, framerates will suffer, low r_speeds or not.
Capt Winter
11-08-2003, 10:36 PM
Since my question kinda ties into his answer can somoene explain what hint brushes r used for, and func illusionary entity what does that do, if this is somewhere else on the site sry.
Sly Assassin
11-08-2003, 11:52 PM
Originally posted by Capt Winter
Since my question kinda ties into his answer can somoene explain what hint brushes r used for, and func illusionary entity what does that do, if this is somewhere else on the site sry.
hint brushes cut the map up into more vis blocks so that when you're running around the map it won't draw anymore then you actually can see from you're veiw point.
func_illusionarys are used for making things you can walk through like certain brush based bushes etc or like on forest the edges you can 'disapear' into
S-Bolt--
11-09-2003, 03:54 AM
all the grass = mapmodels wich i have created :O so no func_illusionary in there m8
hint brushes work like this. You coat a brush in null, the size is unimportant you then pick one face and cover it with the hint texture. Along this face your entire map will be split like someone used a huge sword.
you use hint Brushes to tell the HL engine to split up the faces. this seems only to increase w_poly untill you look at what it does to VIS. VIS works on what you can see, if you hint in the right place VIS will stop seeing all of the brush. When VIS stops seeing the entire brush 9/10, if done right, HL will realize that you can't see most of the tings its rendering through. the other buildings.
Func_Ilusionary is basically a non solid brush. and like any other entity it dosn't split the world.
Insta
11-09-2003, 02:24 PM
Originally posted by S-Bolt--
all the grass = mapmodels wich i have created :O so no func_illusionary in there m8
Doesnt matter. The textures are still translucent (ie. invisible areas), and this kills frame-rates. Use with care.
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