Func viscluster

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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. Note that any use in areas that are not empty space will make the client have to render more objects that would not normally be visible without the viscluster. It should be textured with tools\toolstrigger.

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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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