What is used to measure the -maxdistance command ?
I am going to use the -maxdistance command when i do the final compile on my next map and i need to know how the -maxdistance is measured i know it does not go by hammer units
Somone please let me know because this is the first time i have used this command
Umm.. Since the entity are recorded as X Y Z coordinates... Hammer and HL have to use the same unit of measurement...
So just figure out what's the farthest place someone can see and measure the distance (create a polygon but don't keep it, it'll show the Height/width/depth in the status bar, it's an easy way to measure something)
Though hammer doesn't make use of this setting to my knowledge.... so you're gonna have to just test it when you compile the map.
(though make sure you get it right, the glitch on CAEN2 was a pain in the freak'n ass... ya know, where the hill behind the axis 1st flag can't be seen from the upstairs level of electric alley, that's max distance being set wrong.... but don't set it too high or you'll raise your Rspeeds)
-iNw-Andy
06-05-2003, 08:39 AM
The maximum visible distance setting in the map properties in Hammer has NO effect on r_speeds.
Just set it to 12288, that should be enough.
Yeah even though you have a max viewable distance, it doesn't help the r_speeds. Only thing it does is not draw to the screen past a certain point, but it is still as though those poly's are there, even though you can't see them. I'm not sure if thats the effect you want or not, but it looks really akward if the client isn't using cl_fog.
FuzzDad
06-05-2003, 11:33 AM
Actually...i think the -maxdistance on compile does reduce r_speeds...it was a compile option that has nothing to do with hammers maxdistance...mebbie I'm mistaken but when it came out (about six months ago) it was expalined that it would reduce r_speeds...i didn't need it on glider cause i really don;t have any long vis issue.
Kamikazi!
06-05-2003, 12:12 PM
-maxdistance also cuts off sky, so you will see the void as opposed to just bsp geometry disappearing (IE old caen bug).
RPGreg2600
06-05-2003, 12:22 PM
Sounds fugly.
No no no no no i am not talking about the max view distance in the map properties
I am talking about the max view distance command in the zhlt compile proccess
This command DOES cut off poly rendering past a certain point
I know how to measure things in the hammer workspace but i do not know by what unit of measure the max vis distance command lin goes
Here is a little quote from te zhlt manual about this command
<QUOTE>
Maximum Distance Visibility (MDV) is a new feature that prevents leafs beyond a certain distance from being rendered (or even sent to the renderer at all). In conjunction with fog, it can become the ultimate catalyst when building and compiling large maps, especially those with open areas. However, due to the nature of the calculations, not all leaves beyond a certain distance are guaranteed to be prevented from being rendered; but those that are within the maximum distance are gauranteed to be rendered.
To use this feature, include the -maxdistance # parameter with your hlvis command line, where # is the maximum distance in units.
There is a small side effect when using the Maximum Distance feature. hlrad relies heavily on the visibility matrix to speed up lighting operations. As such, a normal rad of the map will result in ackward, "cut off" lighting. This problem is easily solved, however it requires that you use Adam Foster's special version of hlrad, which accomodates for the MDV lighting problem. (ed. Note: The version of hlrad included in this release is the aforementioned hlrad.) When you use the -maxdistance parameter, an extra file named <mapname>.vdt that contains the real visibility matrix (i.e without any MDV performed) will be created. Adam's hlrad will use this file to correctly light the map.
<QUOTE>
FuzzDad
06-05-2003, 02:09 PM
Just make a small test map with brushes set at varying unit distances...like a golf driving range...should be able to figure it out then
Kamikazi!
06-05-2003, 02:18 PM
it should use the same units as halflife. So take a block and stretch it across the farthest view spot in your map. Put your cursor in one of the windows and hit the "o" key. Bring up clip and if you highlight the brush you made with clip it gives you units in length width height.
Originally posted by FuzzDad
Just make a small test map with brushes set at varying unit distances...like a golf driving range...should be able to figure it out then
I know it does not go by the hammer units
I have been testing it and it seems to go by the hammer units times 2.5
It is very odd... but i think i can figure it out with a bit more testing i just thaught someone might know exactly how it is measured
Mythic_Kruger
06-05-2003, 06:35 PM
brush length * 1.3
Gorbachev
06-05-2003, 10:48 PM
you're lucky that command even works for you...I tried using it a month or so back but it always crashed VIS...but I know exactly what you're talking about. The Maximum viewable distance in Hammer does nothing for r_speeds so basically max it out so that you can see stuff without it being all screwy (the r_speeds stay the same...try it.) -maxdistance is supposed to -actually- cut brushes after a certain distance...but I've yet been able to get this command to work :'(
Originally posted by Gorbachev
you're lucky that command even works for you...I tried using it a month or so back but it always crashed VIS...but I know exactly what you're talking about. The Maximum viewable distance in Hammer does nothing for r_speeds so basically max it out so that you can see stuff without it being all screwy (the r_speeds stay the same...try it.) -maxdistance is supposed to -actually- cut brushes after a certain distance...but I've yet been able to get this command to work :'(
VIS will always crash if i try to set the maxdistance with any other compile perams but it works fine if it is the only peram added to the command line
Try doing a compile with -maxdistance as your only added command line it should work fine
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