Func viscluster: Difference between revisions
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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
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<!-- 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. -->{{lang|Func viscluster | <!-- 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. -->{{lang|Func viscluster|title=func_viscluster}} | ||
[[File:Tools Viscluster.png|thumb|160px|{{mono|tools\tools_viscluster}} from {{bms|4}}]] | [[File:Tools Viscluster.png|thumb|160px|{{mono|tools\tools_viscluster}} from {{bms|4}}]] | ||
{{this is a|e3|name=func_viscluster|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 <tt>tools\toolstrigger</tt>. | {{this is a|e3|name=func_viscluster|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 <tt>tools\toolstrigger</tt>. |
Revision as of 13:56, 31 January 2024
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.