visibility_hint

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visibility_hint
Visibility hint.png
TypePoint entity
EngineSource 2 Source 2
AvailabilityHalf-Life: Alyx Half-Life: Alyx, Counter-Strike 2 Counter-Strike 2 & SteamVR Home SteamVR Home
 

visibility_hint is a point entity available in the following Source 2 Source 2 games or engine branches:
SteamVR Home SteamVR HomeHalf-Life: Alyx Half-Life: Alyx and Counter-Strike 2 Counter-Strike 2.

English (en)
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It is a point entity which is used to define visibility grid properties.

Entity description

The visibility hint ostensibly affects visibility inside its bounds via the use of a voxel grid of variable resolution.

CS2 Version

CS2 uses a newer version of the vis solver and has different options for this entity. In CS2 the split hints will split on the positive and negative sides of the bounds of this entity. These hints work at grid resolution. There is no way to split the underlying grid. NOTE: The split only guarantees separation in the initial cluster merge phase. The visibility solver may still decide to merge across splits in order to reach the target number of clusters. A typical way to use hints is to place a Z-axis split at least one grid above player height. This can help to keep clusters from getting too tall relative to the player's view.

In the CS2 version you can have overlapping resolution hints. The highest resolution hint wins for any give piece of space. A typical use case would be to hint an entire map as "Use Lower resolution" and then surround the smaller playable space with a "Use High Resolution" hint to avoid wasting a lot of processing time computing visibility in the background / sky areas of the map.


Blank image.pngTodo: Test the use of this entity for its behavior.

Properties

Box Mins <coordinates>
The minimum bounds for the volume, can be dragged out in the 3d view or entered manually.


Box Maxs <coordinates>
The maximumbounds for the volume, can be dragged out in the 3d view or entered manually.


Hint Type <choices>
  • 0: Use Low Resolution (64 unit grid) (default)
  • 3: Use High Resolution
  • 6: Z-axis split


Hint Type <choices>
(CS2 Version)
  • 0: Use High Resolution (8 unit grid) (default)
  • 1: Use Normal Resolution (16 unit grid)
  • 2: Use Medium Resolution (32 unit grid)
  • 3: Use Low Resolution (64 unit grid)
  • 8: Use Lower Resolution (64 unit grid, fewer initial clusters)
  • 9: Use Lowest Resolution (256 unit grid, fewest initial clusters)
  • 4: X-axis split
  • 5: Y-axis split
  • 6: Z-axis split

Source 2 Transform:
origin <coordinates>
The world space origin of the entity.
angles <angles>
The pitch, yaw, roll orientation of the entity.
scales <vector>
The x, y, z scales of the entity. Not all entities can use this.
Transform Locked <boolean>
Lock the transform at its current value, preveting the transform of the node from being modified.
Force Hidden <boolean>
Visually hides the entity from the viewports. The Outliner pane will still list hidden entities.
Editor Only <boolean>
Entity is only displayed in Hammer and will not appear in game.


See also

SteamVR Home - Precomputed Visibility Tutorial