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 ]
Darkness8163 (talk | contribs) m (fixed a minor lexical mistake (the plural of leaf is leaves)) |
(it can be textured with anything, also changed wording to material) |
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{{this is a|brush entity|internal=1|name=func_viscluster|since=Source 2007|sprite=toolstrigger.gif}} | {{this is a|brush entity|internal=1|name=func_viscluster|since=Source 2007|sprite=toolstrigger.gif}} | ||
[[File:Tools Viscluster.png|thumb|160px|{{mono|tools\tools_viscluster}} from {{bms|4}}, a custom trigger texture designed to make it easy to identify visclusters.]] | [[File:Tools Viscluster.png|thumb|160px|{{mono|tools\tools_viscluster}} from {{bms|4}}, 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 | 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 can be textured with any material, but is conventionally textured with a [[trigger]] material, such as <tt>tools\toolstrigger</tt>. | ||
{{Internal entity note}} | {{Internal entity note}} |
Revision as of 15:09, 10 January 2025

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 can be textured with any material, but is conventionally textured with a trigger material, 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.
