Difference between revisions of "Func viscluster"

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m (Changed Base brush ep2 template to base brush, as this entity is available in all games after Orange Box, not just Orange Box games)
 
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{{Base brush ep2|func_viscluster|internal=true}} It allows you to manually tell [[VVIS]] that the [[visleaf|leaves]] inside its volume can all see each other. 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 <code>tools\toolstrigger</code>.
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{{base brush|func_viscluster|since=Half-Life 2: Episode Two|internal=true}} 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 <code>tools\toolstrigger</code>.
  
 
{{intent}}
 
{{intent}}
  
{{note|This entity does '''not''' change the location of or number of leaves in a map. See [[Visibility optimization]] for how to do this.}}
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{{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 leafs 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 func_viscluster on the other side. Never allow a func_viscluster brush to cross a water plane, or ''very'' strange things happen.}}
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{{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 <code>func_viscluster</code> brush to cross a water plane, or ''very'' strange things happen.}}
  
{{bug|A viscluster will appear to be merging leaves inside its volume together in Hammer's visleaf preview (''Map > Load Portal File''). This is not actually happening!}}
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==See Also==
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*[http://www.youtube.com/watch?v=TzUBDMuVQmA Viscluster video tutorial]
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*[[Visibility optimization]]
  
 
[[Category:Optimization Brush Entities]]
 
[[Category:Optimization Brush Entities]]
 
== External links ==
 
*[http://www.youtube.com/watch?v=TzUBDMuVQmA func_viscluster Video Tutorial]
 

Latest revision as of 01:37, 16 January 2020

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func_viscluster is a internal brush entity available in all Source games since <Half-Life 2: Episode Two><Half-Life 2: Episode Two> Half-Life 2: Episode Two. 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 tools\toolstrigger.

Note.png 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.png 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 leafs to still be intact.
Warning.png 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 func_viscluster on the other side. Never allow a func_viscluster brush to cross a water plane, or very strange things happen.

See Also