Vis zoning:
BSP
hullmakers
portals
demo
brushes
nosnap
'office'
[email protected]
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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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