Tremulous Forum
Media => Mapping Center => Topic started by: soubok on June 14, 2006, 11:46:50 pm
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My skybox do not block the VIS, why ?
how to avoid this:
(http://soubok.googlepages.com/shot0057.jpg/shot0057-large.jpg)
Thanks.
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It's not that the skybox doesn't block the vis. You need to understand how the vis process really works and create the appropriate hint brushes to help optimise.
http://www.gamedesign.net/node/52
This tutorial is about the best there is. While it was written for Quake 2, the general concept is still relavent for Quake 3. However, looking at it again, it seems like it may have missed the boat. I guess I'll write a better one. >.>
Might even get it done tonight..
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Would it not be better to put hint ON the LOS and cover the rest with hintskip? That seemed to be the best in that hallway for me it seems.
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Or the poor mans fix: make the rock walls higher and put a clip brush at the current 'ceiling'.
Or have planes fly by and crush anyone flying that high...
"Charlie stop doing your bug on a windshield impression and get back inside the cockpit!"
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Or the poor mans fix: make the rock walls higher and put a clip brush at the current 'ceiling'.
Or have planes fly by and crush anyone flying that high...
"Charlie stop doing your bug on a windshield impression and get back inside the cockpit!"
LOL
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Well I sat my ass down and did it. It took about 8 times longer than I was intending and I'm not even sure if it will be all that easy to follow.
Anyways..
http://tremmapping.pbwiki.com/Understanding%20Vis%20and%20Hint%20Brushes
Cheers
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I have also added links to a couple other Hint Brush tutorials to the wiki:
http://tremmapping.pbwiki.com/Mapping%20Guides%20and%20Tutorials
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Thanks a lot, this is one of the best explication I have seen !
I did not understand that the line of sight to take in account is not the player's one but player's vis portal one.