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why is this rendering?

  • propaganda
  • September 12, 2007 at 4:59 AM
  • propaganda
    • September 12, 2007 at 9:29 PM
    • #21
    Quote from Zyndrome

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

    LMAO

  • Remonttimies
    • September 13, 2007 at 6:18 AM
    • #22
    Quote from Zyndrome

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

    Lol, that really describes completely useless always open areaportals.

  • Zyn
    • September 13, 2007 at 10:16 AM
    • #23

    Here's my ye old Bounce remake map. The above picture is the released version (just weeks after the SDK got released and everyone had little knowledge) and the below picture is after I added areaportals into it (when I learned what they did):

    [Blocked Image: http://www.shatteredminds.net/skit/portals.jpg]

  • Seldoon182
    • September 13, 2007 at 10:46 AM
    • #24
    Quote from propaganda

    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.

    Could you share that "mat_wireframe 2" screen ?

  • insta
    • September 13, 2007 at 11:22 AM
    • #25

    Zyndrome speaks the truth. Areaportals that are always open will still help, since the player has to have direct LOS to them for them to render the area behind them. If VIS is giving you a hard time about certain corners or something, add a always open areaportal around the corner and it will sort itself out.

    The best way to see them in action is having a look at the dod_flash map source, they're demonstrated nicely near the middle of the map.

  • propaganda
    • September 13, 2007 at 3:29 PM
    • #26

    This is not an areaportal issue anyway, but I will keep that in mind for later optimizing. I noticed there is light coming through there too somehow, which is totally silly because its all world brushes. I am just going to rebuild that area somehow, there's no bloody way in hell any of that should render from the way it's laid out.

    Could a model sticking partly through a wall open that leaf?

  • Skjalg
    • September 13, 2007 at 4:33 PM
    • #27

    god im itching to look at your vmf:P

  • neotic
    • September 14, 2007 at 8:29 AM
    • #28

    I'm itching to help your itch.

  • Bluestrike
    • September 14, 2007 at 3:45 PM
    • #29

    Its not about the position that your are in thats calculated what can be seen, but what the visleaf you are in can see.

    Those models could be with a tiny small corner in a visleaf that can be seen from youre leaf position and then get rendered,

    if its that big of a deal, you can use occluders.

    Occluders and areaportals come at their own cost, so they must have a big enough influence to be worth it.

    Open areaportals are still usefull as they more accurately calculate whan can be seen by the player.

    But for the most part you will need them just so seal off area's so you can use the areaportal windows on other locations. (as area's can ' leak' as well)

    Official css maps that I know that use areaportals are cs_compound and de_dust 2, altough I doubt it matters much how its used in dust2

  • propaganda
    • September 14, 2007 at 4:42 PM
    • #30
    Quote from Bluestrike

    Its not about the position that your are in thats calculated what can be seen, but what the visleaf you are in can see.

    I agree however there is nothing there to cause that leaf to open from the leaf I am standing in. It is entirely 100% blocked by world brushes. I doubt a piece of a model would open that leaf either, I think models render from their origin. Even if the model was rendering it should not cause the world geometry to render.

  • fonfa
    • September 14, 2007 at 5:05 PM
    • #31

    well dude, maybe you should try remaking that single area and see if you get the same issue

  • JeanPaul
    • September 14, 2007 at 7:18 PM
    • #32
    Quote from Zyndrome

    Here's my ye old Bounce remake map. The above picture is the released version (just weeks after the SDK got released and everyone had little knowledge) and the below picture is after I added areaportals into it (when I learned what they did):[Blocked Image: http://www.shatteredminds.net/skit/portals.jpg]

    You may be good with areaportals but good lord I never want to see another un-func_detailed torus again in my life!

  • mookie.gc
    • September 15, 2007 at 4:23 AM
    • #33

    Maybe post a BSP if you can't find out what the problem is. Hard to tell much from that screenshot, and mat_wireframe 1 is so messy.

  • propaganda
    • September 15, 2007 at 6:03 PM
    • #34

    ugh after looking at this again I found a brush under the last set of stairs to be cutting into the world brush under it. I am sure it's doing something funky on compile to open vis there, I am recompiling now and we will see.

  • propaganda
    • September 16, 2007 at 6:26 PM
    • #35

    Ok I have some of the issues fixed thanks to my friend Furyo for the help and sound advice. He placed some portals for me and found the problems with that area rendering. I have a problem when looking at the portals I get a the nodraw effect anyone know why?

    [Blocked Image: http://www.jfgclan.com/dehock/portals.jpg]

  • Zyn
    • September 16, 2007 at 6:47 PM
    • #36

    http://developer.valvesoftware.com/wiki/Area_portal

    http://developer.valvesoftware.com/wiki ... l_tutorial

    And here's a screenshot that shows Areaportals in the works on my map (2 screenshots merged), with 'r_drawportals 1' : http://www.shatteredminds.net/skit/areaportals.jpg

    Gives you an idea how they work practically.

  • propaganda
    • September 18, 2007 at 4:18 PM
    • #37

    Yeah was just a leaky portal, thanks for the links.

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