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 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.
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
Confirm:
Warning:This entity applies its effect based on its AABB instead of its brush model. [ Edit ]
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Darkness8163 (talk | contribs) m (fixed a minor lexical mistake (the plural of leaf is leaves)) |
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{{Internal entity note}} | {{Internal entity note}} | ||
{{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 | {{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.}} | ||
{{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 16:31, 25 December 2024

func_viscluster
is an internal brush entity available in all Source games since
Source 2007.

tools\tools_viscluster from
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 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.
