Talk:Func viscluster: Difference between revisions
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:In a very large level that I was working on, a river with a long bridge across it and a transmission tower on an island in the middle, enclosing the entire level space in a func_viscluster caused a very noticeable improvement in rendering time without damaging the appearance or playability. --[[User:Sagesource|Sagesource]] 17:02, 30 Jul 2008 (PDT) | :In a very large level that I was working on, a river with a long bridge across it and a transmission tower on an island in the middle, enclosing the entire level space in a func_viscluster caused a very noticeable improvement in rendering time without damaging the appearance or playability. --[[User:Sagesource|Sagesource]] 17:02, 30 Jul 2008 (PDT) | ||
::An improvement in ''rendering'' time? Are you sure you don't mean compile time? --[[user:TomEdwards|TomEdwards]] 03:44, 31 Jul 2008 (PDT) | ::An improvement in ''rendering'' time? Are you sure you don't mean compile time? --[[user:TomEdwards|TomEdwards]] 03:44, 31 Jul 2008 (PDT) | ||
:::<blush>me</blush> Yes. --[[User:Sagesource|Sagesource]] 15:06, 31 Jul 2008 (PDT) | |||
== Tooltexture == | == Tooltexture == | ||
Revision as of 15:06, 31 July 2008
Would it be good to use these about as much as hints, or more sparingly?--Karrus 15:17, 10 Jan 2008 (PST)
- If it actually prevents leafs it will work better than HINT's for many things. --wisemx 06:02, 11 Jan 2008 (PST)
Can someone get a screenshot of this entity in use? I'm still having a hard time imagining how to place this in the editor. --Campaignjunkie (talk) 15:41, 25 Jan 2008 (PST)
I tested my chernobyl map by making one viscluster brush much like I would a hint/skip brush, worked out quite well: --Karrus 01:34, 26 Jan 2008 (PST)
So technically this is the same as HINT? I cant seem to see any major benefits, or really how to use this. Lol.--Gear 03:45, 26 Jan 2008 (PST)
This entity is exactly what Empires mod needed. Thank you VALVe :D! Solokiller 03:49, 26 Jan 2008 (PST)
- Wouldn't you do better modifying VVIS to output a single map-spanning leaf? --TomEdwards 01:26, 5 Feb 2008 (PST)
When I tested it, it merged a bunch of leafs into a single cluster, not into a single leaf. --Mrhappy 11:21, 3 Feb 2008 (PST)
- Yeah same for me, oddly it acts weirder, and has really no benefit from what I can see.--Gear 13:11, 3 Feb 2008 (PST)
- In a very large level that I was working on, a river with a long bridge across it and a transmission tower on an island in the middle, enclosing the entire level space in a func_viscluster caused a very noticeable improvement in rendering time without damaging the appearance or playability. --Sagesource 17:02, 30 Jul 2008 (PDT)
- An improvement in rendering time? Are you sure you don't mean compile time? --TomEdwards 03:44, 31 Jul 2008 (PDT)
- <blush>me</blush> Yes. --Sagesource 15:06, 31 Jul 2008 (PDT)
- An improvement in rendering time? Are you sure you don't mean compile time? --TomEdwards 03:44, 31 Jul 2008 (PDT)
Tooltexture
Karras has used toolstrigger above. Is this definitely the correct tool texture? --TomEdwards 01:23, 5 Feb 2008 (PST)
Feb 5 edit
Is it not a brush entity? Is it not an entity at all? If it is, we should keep the page formatting like the other entity pages. --Etset 02:49, 5 Feb 2008 (PST)
- It's under the brush entities, not point entities. But really isn't it a volume affecting everything inside it? --Sagesource 20:07, 29 Jul 2008 (PDT)
- This is a solid (brush) entity in Hammer, but is discarded after vbsp compiles the map. It is not an entity in the game. --JeffLane 22:01, 29 Jul 2008 (PDT)