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distancecull feature ???


Xcom

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Posted

Just found out that SinglePlayer allows you to specify distancecull value for worldspawn entity. I am guessing it blurs out distant brushes for the performace sake. IIRC, I saw that happening in yavin and nar_shadaa(sp) levels.

However...I am having no luck in getting it work. Anyone tried this yet?

Posted

im almost sure, that to have it working correctly you'll need to combine it with the worldspawn fog-function

 

there is an efx-file called "haze_cache.efx" under effects/world/

 

with some chance it's exactly the right efx-file for the worldspawn-entity-fog function

 

try it and tell us more, if you get it working, please

 

 

much luck

Posted

As a matter of fact I already tried fog function and it works perfectly. I pointed it to a shader not an efx file. Are you saying that I need to point fog key to EFX file?

Posted

Ha, I got it working. I probably specified very small value or maybe my testmap was too small. Now I made a terrain map and its working. Apparently, you don't need anything for it to work. However, w/o fog the map looks ugly and this also works badly in combination with skyboxes (at least wall skyboxes). You need to provide a value in gameunits. That's the distance at which your brush surfaces begin to disappear. LOL.

 

http://home.planet.nl/~xcom/art/shot1.jpg

Posted

There are 2 reasons for the fog (at least that is what I read a while ago)

 

1. you get the weird visual effects

2. the cull will act like some kind of visblocking "wall" meaning that a player behind it cannot be hit by longrange weapons. So even if you know he is there you cannot hit him.

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