Cheap/ expensive water and PVS.

Discussion in 'Mapping Questions & Discussion' started by Belli, Aug 25, 2012.

  1. Belli

    Belli L69: Deviant Member

    Messages:
    69
    Positive Ratings:
    1
    So, cheap and expensive water cannot be in the same PVS. What's the minimum requirement to separate them? Just splitting the visleaves with a hint brush, or does it literally require the brushes not to be visible at the same time?
     
  2. colacan

    colacan L5: Dapper Member

    Messages:
    235
    Positive Ratings:
    66
    Both brushes may not be visible from any position at any given time.
     
  3. fubarFX

    aa fubarFX The "raw" in "nodraw"

    Messages:
    1,632
    Positive Ratings:
    1,724
    you can use mat_wireframe 3 to see what's in your current pvs. then you'll be able to perform the necessary edits to make sure you can't render both brushes at the same time.
     
  4. Pocket

    aa Pocket func_croc

    Messages:
    4,489
    Positive Ratings:
    2,219
    FYI all of the water textures used by default maps are cheap. Whether by design or a bug they never bothered to fix. So I wouldn't worry about it.

    EDIT: Wait, cheap doesn't just mean reflects cubemaps, does it. There's something else... how it looks when you're under it, maybe?
     
    Last edited: Aug 27, 2012
  5. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,573
    Wow, i wasn't aware you couldn't render cheap and expensive at the same time, only that you could render expensive on a single plane.

    But yes, in multiplayer it is wise to only utilise cheap water. The excessive action not only contributes to system loads but the additional combat distractions... distract... from aesthetics of a level design. The last thing people will be complaining about is the quality of a water shader/reflection.