Can I Get Away With
Olmy
Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
<div class="IPBDescription">3 'leaf portals saw into leaf'</div> ok i'm not asking for help with this error (i've read a few articles on it) but i was just wondering if someone knowledgable could tell me what kind off effects having multiple 'leaf portal saw into leaf' errors would have on my final map (w_pollys etc). I have 3 of them and i seem to get strange glitches in the vis (with gl_wireframe 2 parts of the map draw when they really shouldn't) or when i jump, parts of the level draw only for the exact instances that i am not touching the ground (strange eh?).
Comments
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And no, it is not strange that different parts of your level are drawn when you move through it <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
When you see parts of your level that should not be drawn they are either a victim of Flayras entity code (all entities visible in certain range) or the kind of unoptimal vis-data that is to be fixed with hint planes.
Basically one or more areas are simply too complex for VIS to chop up into smaller pieces, so some of the partitioned pieces can see back into each other (ie. they're concave). However, entity brushes don't factor into VIS calculations, so shifting some of the complexity over to entity brushes will help VIS in partitioning the world.
As for what this error will do to your map, the answer isn't certain. Sometimes you can get away with it, and other times it will create big gaping graphical glitches which everyone will see. One example is having faces disappear in-game when you look in certain directions. In all cases it will hamper the effectiveness of VIS, causing it to spend much more time on your map, as well as making the final result unoptimized (ie. higher W_polys than usual around the offending area).