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 > >-- >+++ 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 Michael A. Hobson email: [EMAIL PROTECTED] (310) 649-0792 _______________________________________________ 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

