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Visibility of entities through skyboxes?  Thread Tools Reply
Old 07-13-2012, 05:12 PM   #11
yyler
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Default Visibility of entities through skyboxes?


I'm a big fan of Viaduct's optimization. I'm on my phone or I'd double check but I'm pretty sure it has areaportals in the gates building. The rest of the map is basically a func_detail so areaportals aren't usable.
 
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Old 07-13-2012, 05:19 PM   #12
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Default Visibility of entities through skyboxes?


There are no func_areaportals or -windows in Viaduct, I can testify that.
I see what you mean, though, Viaduct is definitely a wonderfully optimized map that I will take note of for future reference.

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Old 07-13-2012, 05:40 PM   #13
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Default Visibility of entities through skyboxes?


decompiles often mess up areaportals.

load the map ingame and use r_drawportals 1

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Old 07-13-2012, 05:41 PM   #14
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Default Visibility of entities through skyboxes?


Oh, well that makes sense then :M

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Old 07-13-2012, 06:00 PM   #15
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Default Visibility of entities through skyboxes?


If you do emulate viaduct's optimization, one recommendation I have: make additional skybox brushes that "seal" the slits you create, and put these extra brushes in their own visgroup.

When you need a faster compile, enable the visgroup. Otherwise disable them.

Important because cutting those holes will seriously crank up your vis calculation times, and if you're working on lighting or something where you don't need to see long distance stuff, it'll really speed things up.
 
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