Func viscluster: Difference between revisions
		
		
		
		
		
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 Note: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: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: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 leaves 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 mat_leafvis show the leaves to still be intact.
 Note:The
Note:The 
 Warning: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
Warning: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 
		
	
| SirYodaJedi (talk | contribs) |  ((https://github.com/ValveSoftware/source-sdk-2013/blob/68c8b82fdcb41b8ad5abde9fe1f0654254217b8e/src/utils/vbsp/prtfile.cpp#L156), also empirically tested) | ||
| Line 7: | Line 7: | ||
| {{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 leaves 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 leaves to still be intact.}} | ||
| {{note|The {{code|func_viscluster}} must cover at least 10% of a leaf volume to be added to the cluster.}} | |||
| {{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.}} | ||
Revision as of 20:11, 9 August 2025

func_viscluster  is an  internal brush entity  available in all  Source games since
 Source games since  Source 2007.
 Source 2007.
 
  tools\tools_viscluster from  Black Mesa, a custom trigger texture designed to make it easy to identify visclusters.
 Black Mesa, a custom trigger texture designed to make it easy to identify visclusters.
 Black Mesa, a custom trigger texture designed to make it easy to identify visclusters.
 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 can be textured with any material, but is conventionally textured with a trigger material, such as tools\toolstrigger.
 Note: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: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: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 leaves 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 mat_leafvis show the leaves to still be intact. Note:The
Note:The func_viscluster must cover at least 10% of a leaf volume to be added to the cluster. Warning: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
Warning: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.

























