making your own optimizing trigger?

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
I was wondering, can this be done:

Instead of all those optimizing, put triggers around in your map.
They are coded so that when you stand on it, you can select which faces can been seen from this point, and which can be rendered.
Would this be doable with .nav files?
Because this will take optimizing to the best.
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
.nav files are completely different.
You can attempt to define visibility regions with func_viscluster, which essentially makes itself into a visleaf
You can also use triggers+area portals opening and closing to have some control over visibility, but this is more useful in multiround maps or singleplayer maps.
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
245
i'm wondering if such a trigger set up may have more overhead than to just use areportals/hints/etc instead. since you'll have your computer switching things on/off quite a lot as you run about the map.