by randall » Apr 26, 2001 @ 9:57pm
There are a few other tutorials in the works, that focus on layout and design in order to achieve lower r_speeds. The main problem is controlling VIS in order to reduce the number of wpoly we see.<br><br>Here is what VIS does, and why it does it:<br><br>It creates something called a "VIS portal". There are literally thousands of VIS portals in a single map- each portal contains information about all the other portals it can "see".<br><br>I'll use my house as an example, and for the sake of this explanation each room is it's own VIS portal (VIS portals are actually much smaller than an entire room).<br><br>From my bedroom I can see a bathroom, the hall and another bedroom.<br><br>From the hall I can see two bedrooms and the living room (but not the bathroom).<br><br>From the living room I can see the hall, the kitchen and the dining room (but not the bedrooms or the bathrooms).<br><br>I can never see ALL the rooms, no matter which VIS portal I am standing in.<br><br>Design your maps the same way- limiting the number of rooms or areas you can "see" at any given time. This usually requires hallways and VIS blocking walls.<br><br>Also, textures affect wpoly. A 256x256 wall is split into four 128x128 chunks by VIS (this varies depending on the texture).<br><br>There are ways to avoid this split, but I prefer to use it to my advantage. I use a different texture in each 128x128 chunk since VIS is going to split it anyway. It doesn't increase the polycount any more than if I had used the same boring texture across the entire surface.<br><br>There are other things that affect VIS to a great extent, but this reply is already too long. I hope the tutorials I create will be more informative than this.<br><br>If you run into high poly areas and don't know how to fix it I can probably help on a "per problem area basis". Each problem can be solved a number of ways, depending on what you want to achieve.<br><br>