Func viscluster

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Revision as of 02:29, 6 July 2018 by Ficool2 (talk | contribs) (Stop adding these wrong/redundant "facts". Half of these are wrong, and the other half are already written in the article. They also do not fit with Wiki standards. Please research on tutorials on how to use this entity, as I see you do not understand it.)
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Template:Otherlang2

Template:Base brush ep2 It allows you to manually tell VVIS that the leaves inside its volume can all see each other and should be treated as one unit. This is useful in large open areas where visibility calculations would otherwise take a very, very long time to complete. It should be textured with tools\toolstrigger.

Template:Intent

Note.pngNote:This entity does not change the location of or number of leaves in a map. See Visibility optimization for how to do this.
Warning.pngWarning: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 func_viscluster on the other side. Never allow a func_viscluster brush to cross a water plane, or very strange things happen.
Icon-Bug.pngBug:A viscluster will appear to be merging leaves inside its volume together in Hammer's visleaf preview (Map > Load Portal File). While in-game visibility will behave as such, debug commands still show the leaves intact!  [todo tested in ?]

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