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Working on that, but this isn't the real problem.Thothie said:Having looked at the map I can tell ya that he house in question has no vis blocking what so ever. The whole thing will render every frame.
I removed almost every single window except those from the rooms (twelve windows in total) and some other windows (four in total).Thothie said:I think the concept of the building itself is simply flawed, however, ya may be able to pull it off with a lot less windows. I'd drop most of the windows (you'll at least need to drop all the windows on two sides), and use the lighted-window effect you see in Deralia and in the original gold moon - where the window is a solid with a light on one or both sides to make it appear as it is glowing from the inside.
I was in a hurry with that compile; most things are separate func_wall entities now.Thothie said:Ya gotta remember, the HL engine will draw wherever it can bounce a line, and there's nothing stopping the engine from bouncing lines from any window in this house to any other - so it renders the whole house, and whatever's around it.
Same story here.Thothie said:As you can see with the gl_wireframe, it's even rendering the wall behind it.
Still looking into that.Thothie said:Ya also have a lot of things func_walled that probably shouldn't be. This will add to your chance for no free edict errors, but will also render in places they shouldn't. Window frames, door frames, etc, are going to split either way.
I still can't find out how the house is being rendered while you're in a different part of the city. Seriously, there are worldbrushes separating the visleafs from these city parts. I don't get it.Thothie said:func_wall abuse is causing the house to render from places it shouldn't. Bringing some of the stair cases to the floor and back into the world will also help block some more vis. Solids block vis - func_walls, do not. You've also made some rather large arcs without bothering to put them back on a hex friendly grid which is causing some rather creative splitting.
Skybox is partially redone in the version I'm working with now.Thothie said:Ye may also have to bring the sky brush to roof level if you add anything else in that area, but it may take some redesign to make that look natural.
The... wooden cross that's inside of every window frame would cause the outer square of the frame to split alot if I were to make these things worldbrushes. I could make every outer square of each window frame a bunch of worldbrushes again and keep the inner crosses func_wall entities, but that would still get me the same amount of func_wall entities in the end.Thothie said:Why are your window frames func_wall'd at all? That brush is going to split either way.
Thanks, I guess this must be why my larger func_wall entities get rendered when you shouldn't be able to see them. I couldn't figure it out but I'll just:Thothie said:Occlusion works different for entity brushes, and as such they have a much larger rendering range than solids. This is true more so if they are complex, as the game has a harder time determining where they are and aren't visible from. Yer going to have a hard time getting a hint brush in there to work around that as the house is generally dead ahead of the player.