Entities And Hints
taleden
Join Date: 2003-04-06 Member: 15252Members, Constellation
Ok, I'm trying to use hint brushes to cut my r_speeds, but when I turn gl_wireframe on I can see that it's drawing entities in areas where neighboring world brushes are NOT being drawn because the area isn't visible. Are entities just always drawn no matter what? Do hint brushes affect them?
I think what I'm really confused about is what happens when entities cross hint brush boundaries. It seems to me one of two things would happen - one of which I'd like and expect, the other of which I think I'm seeing, so let me know which is right (the language here is lawyerish, I want to make sure I'm stating the situation accurately):
1) If any brush in an entity is in a vis node that is visible, then all brushes in that entity will be drawn. This makes sense, no problem.
2) If any brush in an entity is in a vis node that is visible, then all brushes in all vis nodes which contain parts of this entity will be drawn. This is overkill, it implies that your sight somehow curves around to follow entities, so if you can see part of a long catwalk structure, you can not only see the whole catwalk entity, but you can see the whole corridor it's in - even if that corridor is absolutely not visible otherwise, and even if the catwalk passes through several hint brushes which, if it weren't for the magical-sight-relaying-catwalk, would be hiding the geometry in that area because it's not visible.
Method 2 seems to fit what I'm seeing, but it's really annoying.. it means I have to break up my entities at hint brush boundaries manually, which adds to planes, faces and entities, which sucks.
Ideas?
I think what I'm really confused about is what happens when entities cross hint brush boundaries. It seems to me one of two things would happen - one of which I'd like and expect, the other of which I think I'm seeing, so let me know which is right (the language here is lawyerish, I want to make sure I'm stating the situation accurately):
1) If any brush in an entity is in a vis node that is visible, then all brushes in that entity will be drawn. This makes sense, no problem.
2) If any brush in an entity is in a vis node that is visible, then all brushes in all vis nodes which contain parts of this entity will be drawn. This is overkill, it implies that your sight somehow curves around to follow entities, so if you can see part of a long catwalk structure, you can not only see the whole catwalk entity, but you can see the whole corridor it's in - even if that corridor is absolutely not visible otherwise, and even if the catwalk passes through several hint brushes which, if it weren't for the magical-sight-relaying-catwalk, would be hiding the geometry in that area because it's not visible.
Method 2 seems to fit what I'm seeing, but it's really annoying.. it means I have to break up my entities at hint brush boundaries manually, which adds to planes, faces and entities, which sucks.
Ideas?
Comments
I'm not sure about the magical sight relaying catwalk. Can you give us a screenshot and the overhead view of the area from WC, that would give me a better idea what you're on about.
So, is it worth chopping up all entities into 340 unit blocks to keep them hidden at a distance, or am I liable to hit entity limits right away? Does anyone know for certain what the magic number is?
Excuse my noobnish here. But I just finished my first map ever, and my first NS map ever....ns_genesis, its availible at <a href='http://www.sonsofmetal.org/images/ns_genesis_v1.bsp' target='_blank'>http://www.sonsofmetal.org/images/ns_genesis_v1.bsp</a>. I dont think its too horrible, but I started as sort of my test map. I would love to get some honest opininions on it.
I think I am just scratching the surface of understanding r_speeds, patches, portal leafs and such. My r_speeds are way to high in genesis, and I think its just that I have to many bits of architecture that I did not turn into func_walls...but if brush entities still count towards r_speeds, then I may have to rework my current plan.
Any help here guys?