Func viscluster: Difference between revisions
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Solokiller (talk | contribs) m (added subtitle) |
m (stub & category & the other 2 categories should be "filled with content" (avoid redundancy...), otherwise they are unnecessary) |
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One place where a viscluster can be safely used at all times is in open stretches of sky. | One place where a viscluster can be safely used at all times is in open stretches of sky. | ||
[[Category:Optimization]] | [[Category:Optimization]] | ||
[[Category:Visibility]] | [[Category:Visibility]] | ||
[[Category:Half-Life 2: Episode Two Entities]] |
Revision as of 06:44, 26 January 2008
Entity description
A brush entity that merges any visleaves within it, developed for Episode Two's outdoor areas. It is a compile-time entity that is not accessible by the run-time engine.
Place it in large, empty areas with long lines of sight to reduce compile times and BSP filesize, but take care to avoid the entire area rendering when just a small corner of the viscluster is visible. Use func_areaportal to control visibility in these situations.
One place where a viscluster can be safely used at all times is in open stretches of sky.