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why is this rendering?

  • propaganda
  • September 12, 2007 at 4:59 AM
  • propaganda
    • September 12, 2007 at 4:59 AM
    • #1

    I am beating my head against the wall. The area highlighted is being rendered, and there is no possible way that it should be. The area is entirely blocked off with world brushes and I checked for perhaps a func detail or something that may be opening that leaf, there is nothing, it's solid, the walls are 16 thick. Does anyone have any suggestion as to what it might be? I have a screenshot as well as the layout.

    [Blocked Image: http://www.jfgclan.com/hockey/hmmm.jpg]

    [Blocked Image: http://www.jfgclan.com/hockey/wtf.jpg]

  • Zyn
    • September 12, 2007 at 5:09 AM
    • #2

    Faulty areaportals?

  • propaganda
    • September 12, 2007 at 5:17 AM
    • #3

    There are no areaportals in the map.

  • Zyn
    • September 12, 2007 at 6:40 AM
    • #4
    Quote from propaganda

    There are no areaportals in the map.

    Tip : Use them. Func_Areaportal is the best thing since sliced bread for optimisation.

  • Defrag
    • September 12, 2007 at 6:48 AM
    • #5

    It's very hard to see from that single screenshot. Could be any number of things from 1 unit gaps, invalid brushes etc.

    Unrelated, but your vis will be nicer if you make those stairs a ramp and then func_detail the steps themselves (valve style -- look at the stairs at the t spawn on de_cbbl sdk map).

  • Warby
    • September 12, 2007 at 8:45 AM
    • #6

    i always have individual props render all the time across the map ... hl2s vis is dark sorcery i say

  • Psy
    • September 12, 2007 at 9:20 AM
    • #7

    Warby speaks the truth.

  • dux
    • September 12, 2007 at 9:41 AM
    • #8

    Occulers ftw?

  • Seldoon182
    • September 12, 2007 at 11:29 AM
    • #9

    There is 3 differents modes with the "mat_wireframe" command:

    - "mat_wireframe 1"

    Triangular view. Show everything.

    - "mat_wireframe 2"

    Show the only calculate polygons.

    - "mat_wireframe 3"

    BSP mode. Also render the square polygons.

    So which one did you use ?

  • Skjalg
    • September 12, 2007 at 11:30 AM
    • #10

    I think it has to do with the fact that the area beyond the wall has a second floor, and your visleaf can see that second floors leaf (which, is also the firsts floors.. ?)

    Give me vmf (with just brushes, if you think i'll steal?), and i'll look at it.

  • propaganda
    • September 12, 2007 at 2:40 PM
    • #11
    Quote from Defrag

    Unrelated, but your vis will be nicer if you make those stairs a ramp and then func_detail the steps themselves (valve style -- look at the stairs at the t spawn on de_cbbl sdk map).

    There is a ramp and the steps are already func detail.

    I used mat_wireframe 1 because I wanted to see exactly what's being rendered. An occluder may be a good tactic but there is brushwork also being rendered which shouldn't be. I have not used area portals before as I heard they are useless in MP.

    Skjalg there are 2 floors behind there but they are still entirely blocked with world brushes. I will send you the vmf after work for a quick peek.

  • Skjalg
    • September 12, 2007 at 2:47 PM
    • #12

    areaportals dont work, but those areaportalwindows do, you can fade them in and out similar to how models fade in and out (fade in and out replacing a glass in window, so from a certain distance whats behind the window just suddenly vanished)

  • Furyo
    • September 12, 2007 at 2:48 PM
    • #13

    Areaportals are the single most useful optim tool in Source, whether in MP or SP.

    In MP, they just have to remain open at all times. A toggle would be forced on the server, and that'll cause lag

    Areaportalwindows are forced client side.

  • Zyn
    • September 12, 2007 at 2:49 PM
    • #14

    Areaportals useless in MP? My good sir, they are used in official maps by Valve, such as dod_colmar, and dramatically improve rendering. Decompile and see for yourself.

  • propaganda
    • September 12, 2007 at 4:09 PM
    • #15

    So would I use area portals that are always open? Also would I need to seal an area off with them,, for example, if I had 3 windows in a house, would I need one for each window?

  • Remonttimies
    • September 12, 2007 at 4:31 PM
    • #16
    Quote from propaganda

    So would I use area portals that are always open?

    No, they are completely useless. You can use areaportals in MP by covering the whole area where you can see the areaportal with one big trigger and then set *onstarttouch open areaportal* and *onendtouchall close areaportal*.

  • Seldoon182
    • September 12, 2007 at 5:35 PM
    • #17
    Quote from propaganda

    I used mat_wireframe 1 because I wanted to see exactly what's being rendered.

    Make us a screen with "mat_wireframe 2" enabled because I don't understand what is your problem ! You're around 150 fps and this is normal to see every polies when "mat_wireframe" is set to 1 !

  • propaganda
    • September 12, 2007 at 6:05 PM
    • #18
    Quote from Seldoon182

    Make us a screen with "mat_wireframe 2" enabled because I don't understand what is your problem ! You're around 150 fps and this is normal to see every polies when "mat_wireframe" is set to 1 !

    No it's not normal for that area. And when I am standing way back in that area and it's all rendered my fps is 50.

  • Gorion
    • September 12, 2007 at 7:03 PM
    • #19

    you offcourse uses proper hints? because the compiler makes area's around every 1024 units, so if its badly placed, compiler makes a sucky area, and you need to hint it.

    anyway give us a screen of your areaportal (so to check if its normal or not normal )

  • Zyn
    • September 12, 2007 at 9:24 PM
    • #20
    Quote from Remonttimies

    No, they are completely useless.

    [Blocked Image: http://img529.imageshack.us/img529/572/90037447yi2.jpg]

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