More control over VIS?
Moderator: InsideQC Admins
8 posts
• Page 1 of 1
More control over VIS?
Such as what you can do in Hammer, as far as hint brushes for VIS (as seen here http://rvanhoorn.ruhosting.nl/optimizat ... pter=hints)? Not asking about areaportals, though.
-

Downsider - Posts: 621
- Joined: Tue Sep 16, 2008 1:35 am
Well the ultimate vis-friendly map is probably an empty square room (which is about as far as my own mapping skills go).
What I suppose we're talking about is stuff that makes it easier to do the job without having to resort to obvious trickery (how many times have you dodged around a pillar in the middle of a corridor and thought "I know why that's there!"?)
What I suppose we're talking about is stuff that makes it easier to do the job without having to resort to obvious trickery (how many times have you dodged around a pillar in the middle of a corridor and thought "I know why that's there!"?)
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
-

mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
The best way is through qbsp modifications. It should be very possible to port over a lot of the features of more advanced versions and still retain full Quake bsp compatibility (even in classic ID Quake engines). Stuff like areaportals would be out as they would require a PVS change at runtime, but detail brushes, static vis occlusion brushes and so forth - I see no reason why not.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
-

mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
mh wrote:The best way is through qbsp modifications. It should be very possible to port over a lot of the features of more advanced versions and still retain full Quake bsp compatibility (even in classic ID Quake engines). Stuff like areaportals would be out as they would require a PVS change at runtime, but detail brushes, static vis occlusion brushes and so forth - I see no reason why not.
Mhmm, I'll think about this madness.
-

Downsider - Posts: 621
- Joined: Tue Sep 16, 2008 1:35 am
8 posts
• Page 1 of 1
Who is online
Users browsing this forum: No registered users and 1 guest

