This is my understanding:

Hint brushes modify the way BSP carves out Vis Leafs.
VIS sets each vis leafs PVS set (Potential visibility set).

Lets say you had a map with two rooms and a long straight hallway connecting
them.

You would prob end up with three leafs.
If you wanted to use a hint brush you could spit up the leafs more.

VIS then creates a table for each leaf with the leaf number of any other
leaf that that leaf can see.

That said I have two issues:

1> What if you had a big map and wanted to set room one's PVS after compile
so it couldn't see room 2 but only see the hallway. This is a compromise I
have needed for a long time.

2> VIS goes crazy and thinks a room can see thru a (world brush) wall to
another room it can't possible see.
I have a map with too many wpoly's and when I walk the map I see stuff I
shouldn't being rendered.

Bottom line is I need to edit PVS table after compile but no one here knows
how I guess.





-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael A.
Hobson
Sent: Sunday, January 11, 2004 9:00 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] VIS issues

So what is stopping you from using HINT BRUSHES to block VIS ?


At 05:21 PM 1/11/2004 -0500, you wrote:
>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
>
>--
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>
>
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Michael A. Hobson
email: [EMAIL PROTECTED]
(310) 649-0792


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