Difference between revisions of "Func viscluster"
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{{note|This entity does '''not''' change the location of or number of leaves in a map. See [[Visibility optimization]] for how to do this.}} | {{note|This entity does '''not''' change the location of or number of leaves in a map. See [[Visibility optimization]] for how to do this.}} | ||
− | {{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.}} | + | {{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.}} |
{{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!}} | {{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!}} |
Revision as of 09:18, 2 November 2016
func_viscluster
is a internal brush entity available in all Orange Box games. It allows you to manually tell VVIS that the 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 tools\toolstrigger
.



