This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I am a mapper first and learning HL coding second (because you can only do so much with mapping).
I have had an issue with vis for 2 years now. It doesn't work very efficient. I walked my map with gl_wireframe 1 and see vis leafs thru the wall way way off in the distance I couldn't possibly see in the game yet the engine renders the wpoly's. I have read the hint brush tut's till I PUKED !!!!!!! It has nothing to do with hint brushes or how BSP carves up the vis leafs. It has to do with how vis fills the PVS sets (potential visibility set) of each leaf. I need an editor that can open a bsp and allow me to select each and every leaf to manually edit the PVS tables so my maps don't have 4000 plus wpoly's. It would be nice if worldcraft could open the bsp header and get at least some info then display each leaf while in worldcraft (or hammer) with a shaded region lets say. So you could see which leaf is selected. Then you could edit the PVS by cycling thru each leaf that can be seen by that leaf. Maybe we could have the current leaf selected be highlighted in red (like a solid or translucent red brush). Then when you tab you would cycle thru each and every leaf (which would be highlighted green) and be able to remove it from the PVS table. Anyone have any suggestions? Thanks. -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

