Difference between revisions of "Func viscluster"
(Neither, only reduces compile times. (Although if you use it really well, you can get a little bit better performance)) |
Deprecated (talk | contribs) 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|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}} |
Latest revision as of 00:37, 16 January 2020
func_viscluster
is a internal brush entity available in all Source games since 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
.


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