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#1 |
![]() Join Date: Sep 2009
Reputation: 79
Posts: 197
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Stopping Hammer from dividing VisLeafs every 1024 units
How would I go about stopping it from dividing visleafs every 1024 units?
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#2 |
![]() Join Date: Oct 2011
Reputation: 0
Posts: 102
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You'd need to edit the renderer source.
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#3 |
![]() Join Date: Aug 2011
Reputation: 60
Posts: 1,121
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why'd you wanna stop it from doing so?
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#4 |
![]() Join Date: Sep 2009
Reputation: 79
Posts: 197
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#5 |
![]() Join Date: Mar 2004
Reputation: 60
Posts: 675
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This isn't possible. I believe VBSP does it, and the engine wants it.
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#6 |
![]() Join Date: Nov 2009
Reputation: 41
Posts: 165
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I haven't tested this but you may be able to control this with the VBSP compile parameters:
-block # # Control the grid size mins that vbsp chops the level on. -blocks # # # # Enter the mins and maxs for the grid size vbsp uses. It is something I've been meaning to test/investigate. Last edited by shawnolson: 07-27-2012 at 09:31 AM. Reason: fixed layout and typo |
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#7 |
![]() Join Date: Dec 2009
Reputation: 320
Posts: 1,650
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You could try placing a func_viscluster throughout the map (or surrounding all of your map; you could make your own custom visgroup so you can disable/enable it at will (so it doesn't get in the way. Remember to turn it back on if you do make a visgroup, or it won't be rendered in the map).
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#8 |
![]() Join Date: Apr 2008
Reputation: 247
Posts: 1,816
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That won't work. Visclusters don't stop the compiler from creating leaf boundaries; it just tells them that certain leaves can always see each other. I'm guessing Jasa up there is trying to prevent the visible "seams" that certain leaf boundaries produce in dark areas?
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#9 |
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Join Date: Apr 2012
Reputation: 1
Posts: 7
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It is the -blocks command. Doing this is not a problem.
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#10 |
![]() Join Date: Feb 2010
Reputation: 285
Posts: 3,507
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I think 1024 is too small also. Cuts the vis really complex. this is not the old days either where lots of viscuts are necessary for optimization. Specifically speaking outdoor maps...
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#11 |
![]() Join Date: Aug 2011
Reputation: 60
Posts: 1,121
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1024 isn't small. it's pretty good measure. indoors it's like two appartment lenghts. outdoors much like the side lenght of a regular house or property. there you go outdoor levels. which btw in general uses more displacements than brushes. also the lightmapper tesselates the brushes anyway which results in the same grid like structure. i don't see any point in complaining.
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