Cmdr. Antilles Posted September 27, 2002 Share Posted September 27, 2002 Is there a worldspawn command that can enable/control distance culling in maps? I think I remember reading about it somewhere, but I can't find the info again. I'm not talking about distance cull in surfacesprites, I mean where the map won't be drawn after a certain distance. Thanks in advance. Link to comment Share on other sites More sharing options...
{xg}darthVADER Posted September 27, 2002 Share Posted September 27, 2002 i cant remember where i got it but this is what i got "music" path to WAV or MP3 files (e.g. "music\intro.mp3 music\loopfile.mp3") "gravity" 800 is default gravity "message" Text to print during connection process "soundSet" Ambient sound set,soundset name to use (do not combine with 'noise', ignores all other flags) "ambientFog" Set to 1 if the fog is purely for ambience and not for distance culling. "npcView" View Distance for NPCs "emplacement" player starts the map using this weapon "spawnscript" runs on the player on entering level "rDmgScript" if the player lobs a grenade or similar explosive device anywhere in the level, this script is run "deathScript" called when player dies. if left blank, common/failed is used by default "hearscript" the first time player sound is above 0.7 this will fire "mission" Indicates which mission script file should be used to find the scripts for mission mode "soundlevel" override the default 0.7 soundlevel that triggers hearscript "dynamic_music" set to OFF to turn off all dynamic music on this level "vehicle" is the player riding in a helicopter(1), truck(2), or nothing(0, the default) "vehicleWeapon" use this in pra4, where the player will have a vehicle-mounted wpn but doesn't start the level attached to it "suit" set to 1 if you want to use the SET_SUIT Icarus command in this map BSP Options "gridsize" size of lighting grid to "X Y Z". default="64 64 128" "ambient" scale of global light (from _color) "fog" shader name of the global fog texture - must include the full path, such as "textures/rj/fog1" "distancecull" value for vis for the maximum viewing distance "chopsize" value for bsp on the maximum polygon / portal size "SkyTexture" shader name for the sky texture "SkyHeight" z height of the sky "SkyIntensity" intensity modifier (default of 1.0, range from 0.0 to 3.0) "SkyAmbient" ambient light vector (default is calculated) "SkyMinimum" minimum modifier (default of 0.5, range from 0.0 to 1.0) "SkyEdge" world edge error deviation (default of 100.0) "ls_Xr" override lightstyle X with this pattern for Red. "ls_Xg" green (valid patterns are "a-z") "ls_Xb" blue (a is OFF, z is ON) "ignoreleaks" tells the bsp process to ignore any leaks, and continue on processing (for instances only) Link to comment Share on other sites More sharing options...
{xg}darthVADER Posted September 27, 2002 Share Posted September 27, 2002 hope it helps Link to comment Share on other sites More sharing options...
Cmdr. Antilles Posted September 27, 2002 Author Share Posted September 27, 2002 Thanks, I got it. In the worldspawn, it's a key 'Distancecull' with a value in grid uinits. Link to comment Share on other sites More sharing options...
Emon Posted September 28, 2002 Share Posted September 28, 2002 That's the one. You'll get HOM unless there's some kind of fog around it. At first I thought the fog would have to be opaque by the time the map was distanceculled, so that you wouldn't see the HOM. I guess not, because I had some fog with a greater distance than the distancecull, and it still worked. No HOM, but you could clearly see the map being culled, which is why fog should cover it anyways. Link to comment Share on other sites More sharing options...
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