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LEAFS
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Compiler - Level Design
Updated November 8, 2000 - 10:48 PM

 

Leafs

Vis breaks the level into vis leafs. When you're in a vis leaf, you can only see into adjacent leafs. This prevents the engine from drawing the entire level when it only needs to draw a small area of it.

The WARNING: Leaf portals saw onto leaf error usually occurs when you've got a very detailed area in your level that vis just wasn't able to handle correctly. If you've got an area of detail, you might try turning it into a func_wall entity. Vis ignores entity structures, so this will simplify the calculations it has to do.

However turning brushes to func_walls is not the saviour people make out to be as now this brush will be fully drawn when you can see any part of it. It also dosen't block other brushes in the vis process so when you now look directly at this brush the brushes behind it are also drawn (to vis this func_wall) is not there.

MAX_LEAF_FACES results from an over complex brush so you'll need to find this brush (start by checking very complex brushes you made) and you either delete it, simplify it or turn it into a func_wall. If it is cyclindrical delete the brush and remake it yourself (one brush at a time).

- T.J. Brosna -- from post on Rust Forum

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