Can I Get Away With

OlmyOlmy 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

  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    edited September 2003
    Maybe my 'Best of questions' collection can help you ... it is only a forum search though

    <span style='color:#062639'><ul>
    <li> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=38761' target='_blank'>Whole Map Being Renderd...fix?</a>
    <li> <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=28177' target='_blank'>Annoying Vis Error</a>
    <li> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=27602' target='_blank'>Leaf Portal Saw Into Leaf And Hl Crashes?!</a>
    <li> <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=22581' target='_blank'>Leaf Portal Saw Into Leaf Trouble...</a>
    <li> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=18411' target='_blank'>Leaf Saw Into...</a>
    <li> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=39518' target='_blank'>Leaf portals error</a>
    </ul></span>

    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.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    Ok thanks but i don't think i actually said its unusual that parts of the level draw when you move through them you must have misunderstood what i said. It is a strange problem that i have; i look at the other end of the room and i can ses a corridor leading to another room (which is getting rendered which if fair enough), then i move further to the left so that a wall blocks my view of the corridor (now the room in the distance isn't being renedered) and then i move even further to the left so that the wall i mentioned blocks even more of the room i am in (so its even less likely that the corridor and hence the the distant room will draw, but they do). I can't see any real reason for this happening.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    edited October 2003
    Simplest way to correct the problem is to convert some of your offending area's architecture to entity brushes, like plain old func_walls. Anything that sticks out a lot from the walls or ceiling should be considered for this, especially stuff that's irregularly placed.

    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).
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    thanks ill try that. one of the offending areas (theres more than one) is a u shaped hallway with 2 vertical rows of 10 sided pipes following the contour of the hallway. that's probably whats the problem. oh yeah another thing. is their any disadvantage to tieing loads of brushes to the one func_wall?
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    Whenever you see (or HL thinks you see) one part of a brush entity, all of its parts are rendered. That's the only disadvantage that I can think of.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    hmm ok thanks, and just one thing, i'm sure i read somewhere that you can make brush entities vis like everything else if they have an origin brush combined with them. Can't remember where i read this so if it doesn't make sense don't think i'm insane or something lol.
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