Sky brushes and external geometry
Posted: Sun Oct 23, 2011 5:21 am
So in my map, I have some tower-like structures and other things which rise well above the playing area. Due to their height they should be viewable from multiple rooms with an open sky, not just the one which they are located.
Unfortunately, due to some bug, separating the rooms with walls made of sky brushes causes an odd "flicker" effect, where the structures blink in and out of existence if they are hidden by a sky brush. This has forced me to resort to making the whole part of the map above the playing field (sky) open and free of walls, which I am sure is putting a big hit on frame rates. The map is not leaked though, but if you fly to where the sky (supposedly) is you can view the whole map at once, without going into the void. I doubt this is good.
I`m guessing I could whittle the r_speeds down with hint brushes and I definitely plan on using them... but my question is, is there a more efficient way of making sure these structures can be seen all over the map, without flicker effects but with a reasonable FPS / r_speeds? Or put more simply, how to make a tower in Room A be visible in Room B but effectively closing off the upper space in between them without flickering?
Hopefully this is clear... if not I can post screenshots.
Unfortunately, due to some bug, separating the rooms with walls made of sky brushes causes an odd "flicker" effect, where the structures blink in and out of existence if they are hidden by a sky brush. This has forced me to resort to making the whole part of the map above the playing field (sky) open and free of walls, which I am sure is putting a big hit on frame rates. The map is not leaked though, but if you fly to where the sky (supposedly) is you can view the whole map at once, without going into the void. I doubt this is good.
I`m guessing I could whittle the r_speeds down with hint brushes and I definitely plan on using them... but my question is, is there a more efficient way of making sure these structures can be seen all over the map, without flicker effects but with a reasonable FPS / r_speeds? Or put more simply, how to make a tower in Room A be visible in Room B but effectively closing off the upper space in between them without flickering?
Hopefully this is clear... if not I can post screenshots.