Vis zoning:

        BSP       

   hullmakers   

      portals     

       demo      



     brushes     

      nosnap     

 'office'
 [email protected]

  First, a picture of the 'victim' :



 



  As you can see, the 'map' has 3 rooms, joined togehter by a hallway. Two
 of the rooms (the security room and the comunication room) have portals
 'guarding' the doors. The lab however, lacks a portal; it has two hullmakers
 instead.
  The shape of the hallway is quite ... odd. However, if you take a closer
 look, you'll notice that this shape assures two S-shaped BSP seals (colored
 in green and blue) and one U-shaped, colored red.
  That's the combination (BSP + portals) I was talking about.

  As I've pointed out, there are 5 visibility zones:
 zone 1 - the security room (~900 polies)
 zone 2 - parts of a corridor (~ 10 - 20 polies)
 zone 3 - the comm room (~700 polies)
 zone 4 - one 90 degree joining (~ 10 - 20 polies)
 zone 5 - the laboratory (~900 polies)

  As we 'walk' from the security room (zone 1), we'll be able to see only
 zone 1, because it's sealed perfectly by the portal. As we open the door,
 we'll be able to see both zone 1 and zone 2. However, because zone 2 has
 few polies, the framerate will still be pretty high.
  Frome zone 2, with all doors closed, we'll be able to see only zone 2
 and zone 4. The hullmakers will prevent the engine to 'peep' into zone 5.
  From zone 3 (doors closed) we can see only zone 3. With the doors opened,
 we'll be able to see zone 2.
  From zone 5 you WILL see sone 4. Remember, the lab lacks a portal.
 However, because zone 4 has only, say, 12 polies, you won't feel the
 difference. Again, the hullmakers did their job and prevented the engine
 to see zone 2.
  The 'weak link' is zone 4. From it you can see zone 4 itself, zone 2 and
 zone 5. Fortunately, zone 2 has some 12-15 polies; plus the time spent in
 zone 4 is very small to notice anything.

  The lack of one portal should be felt when you're walking towards the lab.
 Still, the hullmakers prevent that from happening. So, you can still put some
 heavy AI and the map won't lag.

  What can I say ... download the zipped .ed file, compile it, run it and 
 you'll see I aint telling lies ...
 
 
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