Brush Based Entity Question

ChodsChods Join Date: 2003-04-25 Member: 15838Members
are brush based entities rendered all the time, because i was in another room and i had wireframe mode on, and a pieces of a pipe that i had made func_wall were being drawn. is this the same with all brush based entities? does that mean i should use less func_wall and leave a 1 unit gap to stop polys being split?

Comments

  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    Brush-based entities will be rendered if any part of their bounding-box intersects a visible leaf.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Also, brush based entities over a certain size (400 units or so, don't know the exact value if there is one) are always drawn.
    This, in combination with the very strict entity limits in NS, means you'll have te be careful about turning every detail brush into a func_wall.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    <!--QuoteBegin-Wolv+Jun 10 2004, 01:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wolv @ Jun 10 2004, 01:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also, brush based entities over a certain size (400 units or so, don't know the exact value if there is one) are always drawn.
    This, in combination with the very strict entity limits in NS, means you'll have te be careful about turning every detail brush into a func_wall. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I don't think there's an exact value to it, I think it varies depending upon how VIS chops up the level. But generally any brush-based entity that's over 384 could have this problem, if the area they're in is moderately complex.
  • ChodsChods Join Date: 2003-04-25 Member: 15838Members
    <!--QuoteBegin-Yamazaki+Jun 10 2004, 10:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Yamazaki @ Jun 10 2004, 10:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Wolv+Jun 10 2004, 01:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wolv @ Jun 10 2004, 01:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also, brush based entities over a certain size (400 units or so, don't know the exact value if there is one) are always drawn.
    This, in combination with the very strict entity limits in NS, means you'll have te be careful about turning every detail brush into a func_wall. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I don't think there's an exact value to it, I think it varies depending upon how VIS chops up the level. But generally any brush-based entity that's over 384 could have this problem, if the area they're in is moderately complex. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    what do you mean by size? do you mean the area or just the dimensions? If i have multiple small brushes as one func_wall and their area (or volume) is greater than 384units, does that mean it is always rendered?

    i would only use func_walls on small objects anyway to reduce r_speeds
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Try and you'll see. Split the func_wall up into several func_walls (usually not a bad idea in the first place, since if one part of the func_wall is visible the entire func_wall is drawn as prsearle mentioned earlier) and see if the problem persists.
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