Sorry for such thread, dont be angry
Wiki says i can cut visibility with Hint texture, but why cant i just do this:
https://files.facepunch.com/forum/upload/133429/8dc09857-9b99-4230-8e9b-0855de0b8254/Desktop Screenshot 2018.09.15 - 16.12.14.41.png
( create a box, or even double box, covered with Hint )
Or for example whats the purpose of this:
https://files.facepunch.com/forum/upload/133429/4d62c9fb-7efb-455e-b6e2-dc74f77e75c8/Desktop Screenshot 2018.09.15 - 16.16.56.93.png
(Just a bare Skip texture)
How does it calculates what I can see ? And can I fool the vvis ?
Hint cuts up visleaves to optimize your map to where you won't have a million visleaves for some areas from my understanding - it doesn't "hide" stuff that you cover with it.
The skip texture brush looks like it was just used as a player clip to prevent players from colliding with that doorframe, but I wouldn't rely on it since you're viewing a decompiled Valve map - if you're going to create player collision, use the actual player clip texture
VVIS bases its splits on level geometry. This means Hint is unnecessary on a brush face which shares the same plane with a wall, floor, or ceiling made of world geometry. Skip is usually applied to
these other faces which occupy the same plane as world geometry so as not to generate physics or cause lighting issues. The skip texture is literally used for nothing faces which just need to not exist.
What do you think about this ? Works good,
https://files.facepunch.com/forum/upload/133429/b6564923-345d-4b5a-81ae-c035a6e59c41/Desktop Screenshot 2018.09.18 - 20.21.44.41.png
but causes 1 problem -
https://files.facepunch.com/forum/upload/133429/7aa4d9e2-7cb9-4ba8-8254-a8ec178069f3/20180918202257_1.jpg
https://files.facepunch.com/forum/upload/133429/4ddd9ad2-3630-4040-a26e-2d067f8e39f2/20180918203404_1.jpg
Can you tell me the best way to do what i whant ?
What am I even looking at here and what are you trying to do exactly?
Im trying to do a good optimisation
Hint shouldn't really be used like that. More often than not there's a better way to optimize the scene than using hint. Like in that case either fading the barrels, or adding an areaportal to that structure would be better
What you dont seem to understand is that VVIS is not based on arbitrary sight lines. Whether you are five feet from the window or ten is irrelevent, the point is that you can see out of it at all.
For instance say you have a flatgrass map which has a small room in the center with a door. When you are in that room, the rest of the outside world should not be rendered. Likewise when you are
outside the room and in the large area, nothing inside the room should be rendered if the door is closed.
Since your window isn't going to "close" it is pointless to try using hint to optimize it, you must use areaportals and areaportal windows, since they will actually function similar to a door (when player
is more than 50 ft away hide this cluster) so to speak.
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