Three years worth of trying... Because of the geometric shape of the map, I can see things thru entities that I really cant see.
Manual PVS tweaking would solve the problem in one hour. -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Marco Leise Sent: Sunday, January 11, 2004 12:57 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] VIS issues > Exactly !! > I have a map called cs_port > > A ship port. It's BIG !!!! > > I want to get it below 3000 wpoly's in one spot of the map. > Been working on it for three years now. > > I need to turn off far way rooms that do indeed have a line if sight. > The player will never need to see then anyway. I assume the sky would > show up rather than the inside of the room, if you looked thru a > scoped riffle, which would be fine. > > Another map has leafs seen from other leafs that can not possible be > seen at all. > Need to fix it manually Wow, that is truly a lot. Natural Selection's guide lines only allow maps with 700 w_poly in 'eye candy' locations and below 500 in all other areas. Have you already tried to resize textures, change the -chop value or are there any places where you can replace detail by textures? Marco -- +++ GMX - die erste Adresse f�r Mail, Message, More +++ Neu: Preissenkung f�r MMS und FreeMMS! http://www.gmx.net _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

