Possible For Multi-level Map
Sirus
Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
<div class="IPBDescription">With different stories</div> Just wondering. I understand the problems of placing items/buildings, but didn't know if there was some way to like see through the 2nd floor to see only the 1st floor.
I have no experience in mapping, this is just a question.
I have no experience in mapping, this is just a question.
Comments
but you better dont build something on a toggleable bottom -> func nobuild and places that will not be toggleable to build on neded.
And r_speeds will be really bad.
the whole level you can walk in is split into volumetric "leafs" (parts of rooms) wich are connected to each other by "portals"
thats what .bsp creates.
.vis now checks what leafs are visible from any other leaf (-> vis matrix).
the engine ingame draws any polygon of any visible leaf that you could see from the leaf you are standing in (180°) , no matter if you really can see it on screen. (hidden polygons).
Most times the engine calculates 2-4 times more polygons than you really see.
eter "gl_wireframe 2" [in gl-mode -dev -svcheats 1 singleplayer] to experience this.
<b>the biggest problem is, that all compile tools (normaly) ignore all entities. -> doors and finc seethrough ... does NOT block vis!</b>
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