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Vis Leaf Trouble

A Forum Thread for Counter-Strike: Source

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So, I'm making a bomb map. It's gonna be sexy one day, but right now it lags like shit!! Anyway, I've been doing tons of work turning small brushes into func_details, making sure brushes don't overlap, etc... I've been using GLView to see what areas need working on because their visleafs are getting cut up. Additionally, I've been adding Hints to chop the leaves where I think they should be... (Around corners, etc.) However, when I go in game and turn on mat_wireframe, it makes me want to cry. T_T For example, look at this plain wall: Pic Pretty bland, right? No entrances to the building can be seen here either. However, when mat_wireframe is set to 1: Pic HOLY JESUS WHAT THE FUCK HAPPENED?!!? You can see everything!! What's going on!??! I ran vvis AND vrad and got the visleaves, but it's like they don't matter!! They'll block some far-removed entities, but not ones behind walls within like 100 feet. T_T Ideas anyone? Here're some more screenshots: Pic Pic Pic

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  • Amen avatar
    Amen username pic Joined 14y ago
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    Holy shit. The first Wireframe picture is like a seizure.
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    Mantra
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    Haha, I love your reaction.
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    Off Topic: I am sooooo going to make a wireframe based map :) On Topic: Weird, I've never had that issue.
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  • Natalya avatar
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    Posted by bob Aren't you supposed to se everything like that when you turn on wireframe_1? If you wanted to reduce the amount of lines, why don't you just set it to mat_wireframe 3 and see if that reduces the amount of lines.
    A: No. Depending on which vis leaf you're in, you should be able to see inside of only certain other vis leafs. Example on a map of mine where vis leafs do work properly: Pic From this point, we can see down the stairs to the door at the bottom, but not much further. If we back up though we can see through more of the door which lets us see the zm_complication sign on the side of the barn facing the door: Pic And, here is what we would see if we were in the same room as the barn: Pic B: The point isn't to only see a certain distance with wireframe. The point is for the game engine not to render the crap that's far away behind multiple walls, thereby reducing lag. The wireframe is just a tool letting me see what's being rendered, which, apparently, is almost everything...
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    Mantra
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    Create a textured brush inside that wall with ONLY one face having the occlude tools texture on it, the rest tools_skip. DO NOT OVERUSE THIS TEXTURE. If its not used correctly or sparingly then you will end up making more problems then you already have. Note, this will make hammer compile longer. Alternatively, as I've done in all my maps, set fade distances on all your models so that they naturally go away at certain distances. You may also want to check just which brush's you've turned into details, as details do not cut up visleafs and a wall tied to it will not be considered by vvis and everything behind visable as a result.
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    Make sure you don't have walls as func_details. Only turn brush structures that wouldn't block vis into details.
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