Maxculldistance
Heist
Join Date: 2002-11-09 Member: 7922Members
<div class="IPBDescription">1 more question</div> Sorry about all the questions guys. I am just trying to fix this last bug by tomorrow. Can someone explain to me what the maxculldistance property does exactly (in the info_mapinfo entity) and why my elevators are dissappearing?
<edit> It's a new development with 1.04 if that helps.
<edit> It's a new development with 1.04 if that helps.
Comments
<a href='http://www.natural-selection.org/MappingGuidelines.htm' target='_blank'>http://www.natural-selection.org/MappingGuidelines.htm</a>
setculldistance x- Interactively sets the cull distance (used in info_mapinfo). This will help you set the value to be as small as possible without ever seeing entities blink in or out. When you've determined a good value for your map, enter this value into your info_mapinfo entity
Im loading your map right now I'll see if I can't find a good value for you to use ... Post back if you figured it out or have a good value.
On a side note. The elevator as you leave marine start proceed down and straight. It has the button that moves to the right. I noticed the railing on that elev is going through the elevator pad itself.. just to let ya know.
All brush based entities in natural selection (after 1.0) are rendered based on a 2.1*topdownculldistance algorithm, topdownculldistance being set with the point entity info_mapinfo -- what this means for the general layman is that if you set topdownculldistance in info_mapinfo to 512, and you have rooms that are bigger than 1075 units wide, long, or tall, the brush entities that are a farther viewable distance away from the player than 1075 will be completely invisible. (doors, railings, elevators and func_trains that have a TRAVEL path that takes them farther than 1075, etc) To be completely safe, find the FARTHEST point in your map that you can see across a room and measure it in worldcraft (Take into account open doors, etc), then adjust the topdownculldistance to meet that view distance.
I had to troubleshoot this problem with andromeda for 2 weeks on my own, and beleive me finding the answer was satisfying.