- Sep 22, 2009
- 31
- 0
I made a quick map for advanced/fun rocket jumping and sticky jumping and water basins to land on if you happen to end up really high in the air.
Targets to land on for accurate landings(air control)... All fun all good.
But even though the geometry is simple, it takes forever to built due to extra long VIS times. I read about how to optimize VIS, but I can't seem to understand how "func_visclusters" work exactly. Because I got a bunch of them, and VIS times are still skyrocketing.
I also noticed that If I keep some sliding planes (super long and large angled brushes for players to slide on and shoot other players while sliding down) the VIS times are much greater.
What's with big angled brushes increasing VIS times and how exactly should I use "visclusters"?
Should they overlap? Should I leave a space between each of them? Is it okay if it goes through some brushes?
If I use too many will it increase VIS times anyways?
Thanks for the help. D
Targets to land on for accurate landings(air control)... All fun all good.
But even though the geometry is simple, it takes forever to built due to extra long VIS times. I read about how to optimize VIS, but I can't seem to understand how "func_visclusters" work exactly. Because I got a bunch of them, and VIS times are still skyrocketing.
I also noticed that If I keep some sliding planes (super long and large angled brushes for players to slide on and shoot other players while sliding down) the VIS times are much greater.
What's with big angled brushes increasing VIS times and how exactly should I use "visclusters"?
Should they overlap? Should I leave a space between each of them? Is it okay if it goes through some brushes?
If I use too many will it increase VIS times anyways?
Thanks for the help. D
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