Is There Any Way At All To See Where Vis Leafs Are
Asterisk
Join Date: 2003-02-22 Member: 13835Members, Constellation
<div class="IPBDescription">where they start and such.</div> OK i made my first map and i am very happy with how it is coming along. Exept the r_speeds. now being that this weas my very first map i didnt fully understand vis at the time. i made what i though was sufficient vis blockers in rooms. extra walls and even extra rooms in some cases. but they do not apear to be working and after extensive reading i have found that vis has much to do vis leafs and not so much walls. but i cant tell where the little buggers are.
so i ask you. is there any way to see where vis is placing these leafs.
also is there a way for me to do Manual vis in some areas.
so i ask you. is there any way to see where vis is placing these leafs.
also is there a way for me to do Manual vis in some areas.
Comments
The first thing to do is enable "gl_wireframe 2" in the console, which will draw polygons of everything that the engine is currently possible (i.e. "visible" according to vis, even if it's behind a wall); take note of the places where you are seeing lots of stuff you shouldn't be able to see.
Next, place 'hint' brushes in your map near these areas, which forces vis to split its 'leaves'. There are numerous tutorials on effective use of hint brushes, search the forums, or google.
Also, make sure you're using vis with the "-full" option and without the "-fast" option; a full-not-fast vis generally does a pretty good job of minimizing the amount of stuff drawn at any given time, and you can hone its results with hint brushes.
<a href='http://countermap.counter-strike.net/Tutorials/tutorial.php?id=2' target='_blank'>hint brush tutorial for CS but it's the same in all MODs</a>
Open up the compiled .bsp file and use <i>Commands</i> -> <i>Get Nodes</i>.
Now start playing around with the new group show in the tree view and you should be able to get a better understanding of the VIS leaves. It's not exactly a perfectly finished feature, but the closest you can get in Half-Life (IIRC Quake 3's compiler has an option to visualise this kind of stuff in the level. Guess you could try begging XPCagey for implementation.).
Note that QuArK's BPS viewer basicaly also contains the information gained from using gl_wireframe 1, namely the location of face splits, which can inderictly help understanding where the leaves are.