Solid area & Hint brushes
Posted: Fri Sep 26, 2008 3:26 am
Further down this Page is a small demo level attachment,that shows the use of solid doors and hint brushes to seperate parts of the level.
When the door is closed,anything that is behind the door is not rendered and the framerate is balanced.
So,you can have smaller scale lightmaps inside the room and more detailed shadows among others.
Note:the area door model must cover the opening tightly.
Now,apart from this sealing techique which works perfecty for hiding the Bsp geometry that is behind closed doors,
i discovered a few "bugs" about the actors that use lower-polygon versions as LOD at various distances set in EnvironmentSettup entity and are inside sealed rooms.
I used the driver=wireframe and saw that the pawns outside were rendered because i had set LOD distances in the environment settup-they remained on screen untill reached the lod5 distance.
When i set all the Lod distances to 0,they werent rendered (while in the room with the door closed).
I mean the actors were always drawn on screen untill the camera reached Lod5-in which they are removed.
Also,the following is nt documented in the help.
After you seal parts of the level with solid "area" models you have to place hint brushes in the opening to walk through
(narrower than the door-or the player might pass through the border of the door).
P.S.If there was another one version of the area brush that should clip (as it does now) whatever is behind it,but only when it on screen behind walls-example:when this area brush is behind corners.
And,when its is visible and nothing covers it completely,it would stop the clipping-
Like when you turn around the corner and face the area brush,so you will see what is beyond it.
That is because now,the area model will clip what is behind the corner,ok-
but when you face it you will see the skybox behind it and nothing else.
For the moment you can add doors instead of this.
I you dont place area doors to seal it in sections,as the player (the red figure )
will enter from the northeast everything in the plan will be rendered even if he cant see it.
When the door is closed,anything that is behind the door is not rendered and the framerate is balanced.
So,you can have smaller scale lightmaps inside the room and more detailed shadows among others.
Note:the area door model must cover the opening tightly.
Now,apart from this sealing techique which works perfecty for hiding the Bsp geometry that is behind closed doors,
i discovered a few "bugs" about the actors that use lower-polygon versions as LOD at various distances set in EnvironmentSettup entity and are inside sealed rooms.
I used the driver=wireframe and saw that the pawns outside were rendered because i had set LOD distances in the environment settup-they remained on screen untill reached the lod5 distance.
When i set all the Lod distances to 0,they werent rendered (while in the room with the door closed).
I mean the actors were always drawn on screen untill the camera reached Lod5-in which they are removed.
Also,the following is nt documented in the help.
After you seal parts of the level with solid "area" models you have to place hint brushes in the opening to walk through
(narrower than the door-or the player might pass through the border of the door).
P.S.If there was another one version of the area brush that should clip (as it does now) whatever is behind it,but only when it on screen behind walls-example:when this area brush is behind corners.
And,when its is visible and nothing covers it completely,it would stop the clipping-
Like when you turn around the corner and face the area brush,so you will see what is beyond it.
That is because now,the area model will clip what is behind the corner,ok-
but when you face it you will see the skybox behind it and nothing else.
For the moment you can add doors instead of this.
I you dont place area doors to seal it in sections,as the player (the red figure )
will enter from the northeast everything in the plan will be rendered even if he cant see it.