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Posted

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*.

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Posted

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 !

Posted

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 !

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.

Posted

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 :P)

Posted

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):

portals.jpg

Posted

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.

Posted

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?

Posted

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 :P

Posted

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.

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