Func viscluster: Difference between revisions

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{{Base brush ep2|func_viscluster|internal=true}} It allows you to manually tell [[VVIS]] that the [[visleaf|leaves]] inside its volume can all see each other and should be treated as one unit. This is useful in large open areas where visibility calculations would otherwise take a very, ''very'' long time to complete. Note that any use with leaves that are touching the world will make the client have to render more objects that would not normally be visible without the viscluster. It should be textured with <code>tools\toolstrigger</code>.
{{Base brush ep2|func_viscluster|internal=true}} 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 <code>tools\toolstrigger</code>.


{{intent}}
{{intent}}


{{note|This entity does '''not''' change the location of or number of leaves in a map. See [[Visibility optimization]] for how to do this.}}
{{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|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.}}
{{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 <code>func_viscluster</code> brush to cross a water plane, or ''very'' strange things happen.}}


{{bug|A viscluster will appear to be merging leaves inside its volume together in Hammer's visleaf preview (''Map > Load Portal File''). While in-game visibility will behave as such, debug commands still show the leaves intact!}}
==See Also==
*[http://www.youtube.com/watch?v=TzUBDMuVQmA Viscluster video tutorial]
*[[Visibility optimization]]


[[Category:Optimization Brush Entities]]
[[Category:Optimization Brush Entities]]
== External links ==
*[http://www.youtube.com/watch?v=TzUBDMuVQmA func_viscluster Video Tutorial]

Revision as of 18:16, 6 July 2018

Template:Otherlang2

Template:Base brush ep2 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 tools\toolstrigger.

Template:Intent

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.

See Also