seth
aa
- May 31, 2013
- 1,019
- 851
I didn't say randomly add them. But there's no reason not to in areas where you know everything will always be seen at once. Take the 3 visclusters in middle as an example. Every point anywhere inside the viscluster in the Blu or Red yard can be seen by any other point inside the same viscluster. You can tell just by walking around in the map and checking against your overview where you should put them. As long as you've imagined yourself in each corner of the viscluster and confirmed that it can see the other corner, you'll be saving loads of compiling time and not hurting performance at all.
EDIT: Tyler, I think you're confused about what visclusters actually do. It's an internal entity, so it's discarded when compiling is finished. It just tells vvis that all the leaves inside its volume can see each other, but the leaves inside the volume are not destroyed or merged. So in-game, all the leaves are still the same.
EDIT: Tyler, I think you're confused about what visclusters actually do. It's an internal entity, so it's discarded when compiling is finished. It just tells vvis that all the leaves inside its volume can see each other, but the leaves inside the volume are not destroyed or merged. So in-game, all the leaves are still the same.
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