Entities Being Seen From Across The Map
GaidinTS
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
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.
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.
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-->
****! 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!
****! 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.
ie a 320x100x32 func_wall will be veiwable all the time and a 310x100x32 func_wall will not ?
Diagnal cross cut with clip ?