Dashus Posted March 5, 2007 Share Posted March 5, 2007 Mod note: This post is copied from this thread, please post any comments there. ~M Apologies if this is covered elsewhere. The VIS(ibility) format in TSL explained: VIS files near as I can tell act as a sort of table telling the engine which rooms should render when you are standing in a given room. In the case of TSL this is done by simply listing the room models in a plain text file with a .vis extension. It can be placed in override. Curiously, without the vis file, no frame buffer effects will work. This includes things such security camera effects as well as forcefields (ie "stacking" forcefields to make things very very obscured and the nifty wavy yellow forcefields found in the cut 8** modules). My suspicion is that this is due to the fact that it needs a list of other rooms with possible additions to the frame buffer. This is the vis file I put together for 298tel (Czerka Military Sub-base): 298telg 5 298telh 298telf 298teli 298tele 298telj 298telh 5 298telg 298telf 298teli 298tele 298teln 298teli 5 298telg 298telh 298telf 298telj 298teln 298tela 4 298telb 298telc 298teld 298tele 298telc 4 298tela 298teld 298tele 298telb 298teld 3 298telc 298tele 298telb 298tele 7 298telg 298telh 298telc 298teld 298telf 298telj 298teln 298telf 6 298telg 298telh 298teli 298tele 298teln 298telj 298teln 7 298telh 298teli 298tele 298telf 298telo 298telq 298telj 298telo 3 298teln 298telp 298telq 298telp 2 298telo 298telq 298telq 3 298telo 298teln 298telp 298telj 8 298telg 298teli 298tele 298telf 298telk 298telm 298teln 298tell 298telk 2 298telj 298tell 298telm 2 298telj 298tell 298telb 4 298tela 298telc 298teld 298tele 298tell 3 298telj 298telk 298telm 298telll 0 The format is: <room model><space><number of rooms visible from this one> <space><space><visible room 1> <space><space><visible room 2> etc. -298telll (that's 298TELLL) is a ball. I think it's the planet model in room L. Having no doors it has 0 connections. -It appears to be case insensitive. -I'm not sure if the blank line is required but all the games vis files have it. -The only way to determine which rooms are connected (as far as I know) is to open the map in KT and then import the models into gmax and figure out which room you're looking at and drawing pictures to see which connect. -In the absence of a vis file it seems to assume that all rooms are visible from all others (obviously very inefficient). (Saving the example above as 298tel.vis and putting it into override will make all the frame buffer effects work for 298tel ) [Edit - Updated with information gleaned below (so far). Thanks all! ] Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.