Func viscluster: Difference between revisions
Jump to navigation
Jump to search
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 leafs to still be intact.
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
m (Updated old entity format to {{this is a}}. This action was perfomed by a bot.) |
Thunder4ik (talk | contribs) m (→See also: clean up, replaced: See Also → See also) |
||
Line 9: | Line 9: | ||
{{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.}} | ||
==See | ==See also== | ||
*[http://www.youtube.com/watch?v=TzUBDMuVQmA Viscluster video tutorial] | *[http://www.youtube.com/watch?v=TzUBDMuVQmA Viscluster video tutorial] | ||
*[[Visibility optimization]] | *[[Visibility optimization]] |
Revision as of 02:29, 6 January 2024
|title=func_viscluster}}
func_viscluster
is an e3 available in all Source games since
Half-Life 2: Episode Two. 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.


func_viscluster
on the other side. Never allow a func_viscluster brush to cross a water plane, or very strange things happen.