Area/Hint brushes and camera animation
Quote from espen180 on November 15, 2007, 4:19 pmHober wrote:I can't wait to play this!You know what I mean, right? The player view is inside a camera, with player freeze. The player is teleported inside an invisible train with occluders so that the camera can see through it. The npc_security_camera will still track the player and look at him/her. Then it would create the desired effect of the camera looking left then right.
You know what I mean, right? The player view is inside a camera, with player freeze. The player is teleported inside an invisible train with occluders so that the camera can see through it. The npc_security_camera will still track the player and look at him/her. Then it would create the desired effect of the camera looking left then right.
Quote from youme on November 15, 2007, 4:29 pmKorjagun wrote:I believe VVis calculates a portal-based visibility tree based on the BSP tree generated by Bsp.VVIS has nothing to do with portals.
VVIS (two V's not one W) is the compile program that builds visleaves, these are used to work out what the player can see based on where the player is in the world. only stuff in leaves that the player can see from the leaf they are in is rendered.
It also allows defuse lighting to work.Hint brushes tell VVIS where you think it should cut a leaf, which is usefull for things like windows where it decides to carry the leaf out from the window to the other side of the room, instead place a hint brush flush with the wall the window is on and VVIS will stop the cuts from the window going too far.
Hint brushes along side func_details can save you so much render time in game, then if you want to take it even further you add occluders and area portals, which i still havent got my own head around fully
VVIS has nothing to do with portals.
VVIS (two V's not one W) is the compile program that builds visleaves, these are used to work out what the player can see based on where the player is in the world. only stuff in leaves that the player can see from the leaf they are in is rendered.
It also allows defuse lighting to work.
Hint brushes tell VVIS where you think it should cut a leaf, which is usefull for things like windows where it decides to carry the leaf out from the window to the other side of the room, instead place a hint brush flush with the wall the window is on and VVIS will stop the cuts from the window going too far.
Hint brushes along side func_details can save you so much render time in game, then if you want to take it even further you add occluders and area portals, which i still havent got my own head around fully
Quote from msleeper on November 15, 2007, 4:35 pmI think he meant portal visibility as in visleaves, not portal visibility as in Portals.
I think he meant portal visibility as in visleaves, not portal visibility as in Portals.
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Quote from Korjagun on November 15, 2007, 4:37 pmyoume wrote:VVIS has nothing to do with portals.
VVIS (two V's not one W) is the compile program that builds visleaves, these are used to work out what the player can see based on where the player is in the world. only stuff in leaves that the player can see from the leaf they are in is rendered.Yes, the general name for this is method of visibility determination/geometry culling is portal rendering.
VVIS (two V's not one W) is the compile program that builds visleaves, these are used to work out what the player can see based on where the player is in the world. only stuff in leaves that the player can see from the leaf they are in is rendered.
Yes, the general name for this is method of visibility determination/geometry culling is portal rendering.
Quote from youme on November 15, 2007, 4:46 pmKorjagun wrote:Yes, the general name for this is method of visibility determination/geometry culling is portal rendering.my bad, Thought you were on about portal gun shot portals
my bad, Thought you were on about portal gun shot portals