• func_smokevolume visibility optimization
    6 replies, posted
I spawn outside the room - smoke not being rendered. [img]http://img189.imageshack.us/img189/6558/monroe210000.jpg[/img] I go inside the room - smoke being rendered. [img]http://img691.imageshack.us/img691/120/monroe210001.jpg[/img] I go back outside the room - smoke still being rendered. [img]http://img691.imageshack.us/img691/1606/monroe210002.jpg[/img] How do I stop the smoke from being rendered when I'm outside the room?
I've noticed the same thing in maps I've made a long time ago, I don't think there's really a way to fix it. Smoke in a func_smokevolume doesn't really impact framerates from long distances anyway so it's not much of an issue.
How about creating a trigger outside the room that turns it off/kills it?
[QUOTE=Chili Banan;19341758]How about creating a trigger outside the room that turns it off/kills it?[/QUOTE] What if some other player was in the room while some other player left the room? That would only work if the map was SP only.
[QUOTE=GiGaBiTe;19342241]What if some other player was in the room while some other player left the room? That would only work if the map was SP only.[/QUOTE] Oh, I thought it was SP, sorry.
I think a func_occluder will make it not render
[QUOTE=GiGaBiTe;19342241]What if some other player was in the room while some other player left the room? That would only work if the map was SP only.[/QUOTE] Wasn't there an entity which detects how many/the percentage of players are in the volume? They used it in Zombiemaster. Gonna hunt for it now. [B]EDIT:[/B] game_zone_player
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