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Func viscluster: Difference between revisions

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{{this is a|brush entity|internal=1|name=func_viscluster|since=Source 2007|sprite=toolstrigger.gif}}<!-- When this page is updated to {{langsp}} or {{langsp}} instead of {{lang}}, please move {{this is a}} to the base page, as it is automatically translated. -->
{{this is a|brush entity|internal=1|name=func_viscluster|since=Source 2007|sprite=toolstrigger.gif}}
[[File:Tools Viscluster.png|thumb|160px|{{mono|tools\tools_viscluster}} from {{bms|4}}, a custom trigger texture designed to make it easy to identify visclusters.]]
[[File:Tools Viscluster.png|thumb|160px|{{mono|tools\tools_viscluster}} from {{bms|4}}, a custom trigger texture designed to make it easy to identify visclusters.]]
It allows you to manually tell [[VVIS]] that the [[visleafs]] inside its volume can all see each other and should be treated as one. This is useful in large open areas where visibility calculations would otherwise take a very, ''very'' long time to complete. Poor use may be [[expensive]] for in-game performance. It should be textured with a [[trigger]] texture, such as <tt>tools\toolstrigger</tt>.
It allows you to manually tell [[VVIS]] that the [[visleafs]] inside its volume can all see each other and should be treated as one. This is useful in large open areas where visibility calculations would otherwise take a very, ''very'' long time to complete. Poor use may be [[expensive]] for in-game performance. It should be textured with a [[trigger]] texture, such as <tt>tools\toolstrigger</tt>.


{{intent}}
{{Internal entity note}}


{{note|This entity does ''not actually'' change the location or number of leafs in a map. Hammer's [[portal file]] ''says'' this occurs, but commands such as {{ent|mat_leafvis}} show the leafs to still be intact.}}
{{note|This entity does ''not actually'' change the location or number of leafs in a map. Hammer's [[portal file]] ''says'' this occurs, but commands such as {{ent|mat_leafvis}} show the leafs to still be intact.}}


{{warning|The brush should not cross the surface of a [[Water (shader)|water material]] or an [[areaportal]]. If it really does need to be used over water, bring the brush level with the surface of the water on one side, and then create a second, separate <code>func_viscluster</code> on the other side. Never allow a <tt>func_viscluster</tt> brush to cross a water plane, or ''very'' strange things happen.}}
{{warning|The brush should not cross the surface of a [[Water (shader)|water material]] or an [[areaportal]]. If it really does need to be used over water, bring the brush level with the surface of the water on one side, and then create a second, separate <code>func_viscluster</code> on the other side. Never allow a <tt>func_viscluster</tt> brush to cross a water plane, or ''very'' strange things happen.}}
{{confirm|{{AABBwarning}}}}


==See also==  
==See also==  

Revision as of 10:32, 27 September 2024

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Toolstrigger.gif

func_viscluster is an internal brush entity available in all Source Source games since Source 2007 Source 2007.

tools\tools_viscluster from Black Mesa Black Mesa, a custom trigger texture designed to make it easy to identify visclusters.

It allows you to manually tell VVIS that the visleafs inside its volume can all see each other and should be treated as one. This is useful in large open areas where visibility calculations would otherwise take a very, very long time to complete. Poor use may be expensive for in-game performance. It should be textured with a trigger texture, such as tools\toolstrigger.

Note.pngNote:This is an internal entity. When the map is compiled by VBSP, it is processed and then removed; it does not exist when the map is running.
Note.pngNote:This entity does not actually change the location or number of leafs in a map. Hammer's portal file says this occurs, but commands such as mat_leafvis show the leafs to still be intact.
Warning.pngWarning:The brush should not cross the surface of a water material or an areaportal. If it really does need to be used over water, bring the brush level with the surface of the water on one side, and then create a second, separate func_viscluster on the other side. Never allow a func_viscluster brush to cross a water plane, or very strange things happen.
Confirm:
Warning.pngWarning:This entity applies its effect based on its AABB instead of its brush model. [ Edit ]

See also