Entities Being Seen From Across The Map

GaidinTSGaidinTS Join Date: 2003-08-10 Member: 19319Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">how to lower my r_speeds</div> I have entities that are being seen from across my map, through walls and everything. I've used hint brushes in places, but that still doesn't seem to do it. I've been told that having a lot (or large) brushes in an entity can make it visible through walls and such, but I've kept mine really low and small. I really don't know what else to do.

Comments

  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Entity visiblity is determined differently than worldbrush visiblity, so I don't think Hint brushes would effect them.

    If you have more than one brush in an entity whenever one of the brushes is visible they will all be rendered - but splitting up the brushes will create more entities which will decrease server performance. It's a trade off.

    Also, nearly all brush entities have the potential to move. Since figuring out on the fly whether the player can actually see the brush or not would require a lot of processing, the brush is simply rendered if the player has the potential to see the brush at any point in it's movement.

    If you could give some examples or screenchots we might be able to help you further, as certain entities like func_water or func_trains can be particularly troublesome.
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    i think Cagey said entities larger than 320 units are visible throughout the whole map, you may have to re-think the area in question, or perhaps find a way to break it up into smaller entities.

    if its structural detail, that would be easy to assign some to func_wall and some to a normal brush.

    something like func_water, you'll have to re-think the area, and perhaps recreate it.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Any brush based entity like a func_water can be broken apart in to some smaller func_waters, with the of reducing the visiblity of each and so reducing client r_speeds if done properly. However that increases the number of entities on your map, using up more cpu time on the server. It's just a trade-off between server load and client load.
  • LePrauLePrau Join Date: 2004-03-07 Member: 27193Members
    I have the same problem in my map, Entities rendered as long as they stay within the "max viewable distance " from the map properties ...
    Image:
    <img src='http://www.leprau.de/nshelp.jpg' border='0' alt='user posted image' />

    If it is true what ShenTrax said, could anyone give me a link to where Cagey said that? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> Or could the master himself explain to me, WHY entities larger than 320 units are rendered all the time?. If that is really the case, my problem is half-solved ... (gotta split my ents a little then <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo--> )

    Thanks for any further information on this <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • NayNay Join Date: 2002-06-09 Member: 741Members
    using large entities requires a long distance before they are vised :/
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    the statement aobut the 320 unite size its in fact true. if dimention of the entity is larger tahn 320 units it will be rendered everywhere. im looking for the thread where this was discussed
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    Wait... does this include using something like func_friction on stuff???


    ****! My map has an entire room that is an "Ice Cavern"... it's WAY more than 320 units... and all of it has 15% normal friction... being made of ice and all... CRAP!
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    Jean Luc, just split the entity up into smaller entities if its causing a problem.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Jean Luc Picard+Mar 23 2004, 04:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jean Luc Picard @ Mar 23 2004, 04:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wait... does this include using something like func_friction on stuff???


    ****! My map has an entire room that is an "Ice Cavern"... it's WAY more than 320 units... and all of it has 15% normal friction... being made of ice and all... CRAP! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Make it 1 unit thick and texture it in NULL. It won't draw anywhere, and 99.9% of the time players won't notice the fact they're 1 unit off the floor.
  • MetaballMetaball Join Date: 2002-12-21 Member: 11317Members
    Do you mean 320 units on any demention?

    ie a 320x100x32 func_wall will be veiwable all the time and a 310x100x32 func_wall will not ?
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    I think he means more than 320x320x320. So 320x10x10 wouldn't be rendered all over the map, but 400x321x360 would.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    i beileve it is 320 in any dimension.
  • MetaballMetaball Join Date: 2002-12-21 Member: 11317Members
    Given that, whats the best way to split a bunch of big walls and floors lol

    Diagnal cross cut with clip ?
Sign In or Register to comment.