Block_Light Doesn’t do anything
So i have a ship, and its REALLY breakable (in segments)
Problem is, when the segments are not broken yet, it seems light is filtering through the walls which are
So attempting to solve this problem, i cut a very small sliver into each of the walls affected and made it a
Func_Brush that just kills itself when the normal wall moves/breaks/whatever, in a vain hope that brushes stopped lighting.
So what possibly could i do to make it so that the lighting stops filtering through these objects? Is there such thing as some sort of func_Whatever that blocks light?
i Also did run Vrad and Vivis on Fast… which could be it (But I’m asking here in case its not)
Secondary Unresolved Problem
Since the ship is so breakable. I’m at a loss as how to do areaportals for the entire ship. Considering the sheer number of breakable objects, How would i even manage this? Do i cover the breakable objects in areaportals? Do i cover the insides with area portals? Do the portals still work even if they are blocked by a brush (because that would be bad)
Essentially i’m going to try splitting up the holes as areaportals, and hoping that will work.
If this is confusing as hell. Imagine a brick wall, in which you can break one brick at a time, each time opening a bigger and bigger area in which you can see behind, Yet you still wish for the Stuff you shouldn’t be able to see to not be rendered. How would i go about doing this?
Would hints just be a better idea?
Edit I’ve been trying to use hints. It seems i’m getting some serious problems with map playability because the ship is infact so breakable. It’s all rendered at once and therefore I’m having serious trouble optimizing it. Vis refuses to run (Tried for 12 hours) unless its on fast. So i’m trying to figure out a way to decrease the rendering the player does while gaming.
Occlusion on floors helped a tad bit, but since they are deemed “Expensive” (and im not sure what that means?) I was afraid of using more then 2, so if you pass a certain angle you will see everything once again. But otherwise they provide a +5 Fps boost to anyone above them.
I used Func_Detail more then i butter my toast (i cover my toast in butter!). Anything that doesn’t block view is a Func_Detail. But the issue is that the boat’s shape causes stupid vis-drawing issues.
That is the secondary (Recreation) i attempted of the exact same map. As you can see, without even anything else on the map. Normal Vis just decides to take forever.
Areaportals Failed me… /sadface
Hints. Well i decided to draw hints everywhere. Lets see what that does.