Maxculldistance

HeistHeist Join Date: 2002-11-09 Member: 7922Members
edited February 2003 in Mapping Forum
<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.

Comments

  • MayhemMayhem Join Date: 2002-11-28 Member: 10128Members
    Hey did you ever try rendering it as normal instead of solid ? Just a guess....
  • MayhemMayhem Join Date: 2002-11-28 Member: 10128Members
    Ok I found this snippet on the mapping guide:
    <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.
  • MayhemMayhem Join Date: 2002-11-28 Member: 10128Members
    edited February 2003
    Okay I just tested it and after setting any value it shows the elevators just fine. I started with 12, 100, 1000 , 1 and 0... They all appeared to work the same. Perhaps you just need any value to make it work. (Its recommending a low value, Im not sure if this creates performance issues)

    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.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    Thanks Dave.. I did check that site.. lol. Guess I can't read (and missed it when searching for it) I'll check it out.
  • HeistHeist Join Date: 2002-11-09 Member: 7922Members
    OK.. Thanks.... How did you test it without compiling it? Can you just put it in the console? The build you have has it set at 1024.
  • MayhemMayhem Join Date: 2002-11-28 Member: 10128Members
    Yeah its a cheats command. Turn sv_cheats 1 and then use setculldistance # I didn't try 1024 but like I mentioned lower is better from what they say. I've never used it tho.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Since no one pinned my post explaining topdownculldistance I'll explain it again here:

    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.
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