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"Oops ...?"
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VIS |
| VIS is one of the compiler programs, used to compile editable maps into runnable .BSP files. "VIS knows the brushes
in the map, and the leafnodes. "A plane can easily be built from multiple polygons, however the polygons can't reach through a leafportal (which would be similar to the surface of a hint brush, and thereby the surface of a leafnode). "This is why using rafters
that cuts in planes can be a good idea. "The precalculated visible surfaces to each leafnode are called leafs. The HL-engine uses these leafs to determine if a plane should be rendered from the current player position." - Egir Helgrimson (My thanks to Egir for this writeup. -HV) Compile time with VIS, in some cases, can run to many hours. There are a lot of variables that affect VIS compiling time -- Map complexity - see also Level Design
Computer capacity
I usually compile my draft maps without VIS, because non-VIS compiling is much much faster, and usually good enough for testing. However, when I want to release a map to the public, I take the time to run VIS (because a VIS-compiled map runs faster and smoother than a non-VIS map). If you're not using Zoner's Half-Life Tools, use them. They are better than the standard tools shipping with Worldcraft/Hammer, offering more features and better compilation faster. |
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VIS
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"Handy
Vandal" and "Handy Vandal's Almanac" copyright 2008 by
Karl Gregory Jones Half-Life © 1998-99 Sierra On-line and Valve L.L.C. All rights reserved. Half-Life and the Half-Life logo are trademarks of Sierra On-Line. Valve and the Valve logo are trademarks of Valve L.L.C. Half-Life images, textures, music, sound effects, and other graphic or audio content © 1998-99 Valve L.L.C. All rights reserved. |