IMO the BEST way to address this would be: Assuming the bridge is flat on each side and has curved top and bottom;
create a rectangular brush that exactly touches the face of each building, and exactly encompasses the curved bridge into a box. Make all faces of this brush a HINT texture. This will limit visleafs outside the buildings and bridge. If the bridge is an 8 sided arch for example, you will now have 8-16 visblocks on top and bottom of bridge curved surface which STOP when they hit the HINT plane. (instead of extending on to sky or wherever). If the sides of the bridge are FLAT, then the hint planes on the sides will stop vis leaf creation beyond the rectangle shape. Now inside your world geometry bridge, there will also be a number of vis leafs that will function as you intended... since the hint planes also now cover the door opening on each end, you might also add a single horizontal HINT from top of one door to top of opposite door exactly touching each side of the bridge. SKIP texture the 5 remaining sides of this brush. Any details such as girders, braces and whatnot that touch your world geometry bridge should be func_detail. Keep the construction of the curved bridge with as few faces as possible. Understanding HINTS and how they function may seem complicated at first, yet if you read a few tuts out there, you will go "AHAH!!!" -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of [email protected] Sent: Saturday, January 09, 2010 3:00 PM To: [email protected] Subject: hlmappers Digest, Vol 23, Issue 5 Send hlmappers mailing list submissions to [email protected] To subscribe or unsubscribe via the World Wide Web, visit http://list.valvesoftware.com/mailman/listinfo/hlmappers or, via email, send a message with subject or body 'help' to [email protected] You can reach the person managing the list at [email protected] When replying, please edit your Subject line so it is more specific than "Re: Contents of hlmappers digest..." Today's Topics: 1. Re: visleafs (Mikie) 2. Beating MAP_MAX_FACES (goldsrc) (Saint Thoth (hotmail)) ---------------------------------------------------------------------- Message: 1 Date: Sat, 9 Jan 2010 11:37:03 -0500 From: "Mikie" <[email protected]> Subject: Re: [hlmappers] visleafs To: "Discussion of Half-Life Mapping" <[email protected]> Message-ID: <255666a2aace1b41bd0bca8beaafd8590414c...@exvs01.hostedexchange.com> Content-Type: text/plain; charset="us-ascii" Can you make the top flat part of the bridge world geometry and the curved brushed below func detail? -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Nathan West Sent: Wednesday, January 06, 2010 1:05 AM To: Discussion of Half-Life Mapping Subject: [hlmappers] visleafs Hey List, For a Map I'm working on, I have a suspended curved enclosed bridge connecting 2 buildings that blocks line of sight from one entrance to the other, and the inside of which can only be seen from either entrance. Because of the bridge's odd shape I made it a func_detail. The problem I have is that when a player is in the bridge, the entire outdoor space renders (according to mat_wireframe 3). When I make it map geometry it creates visleafs properly, but chops the map geometry horrendously. Is there a way to have it know that the bridge is enclosed without having it chop the geometry? (Other than changing the shape of the bridge) _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers ------------------------------ Message: 2 Date: Sat, 9 Jan 2010 09:43:24 -0800 From: "Saint Thoth \(hotmail\)" <[email protected]> Subject: [hlmappers] Beating MAP_MAX_FACES (goldsrc) To: <[email protected]> Message-ID: <[email protected]> Content-Type: text/plain; charset="iso-8859-1" Beating MAP_MAX_FACES (goldsrc) I've got a beautiful map source here from a truly professional mapper that needs a bit of critical tweaking before we can slot it into our game. I also have the BSP of the original map, pre-tweaking. Problem is, I can't get the source to compile for the life of me. I'm using ZHLT 3.4, and the following compile params: hlcsg -low "%1.map" -chart -wadautodetect -nowadtextures -cliptype smallest -nullfile null_list.txt -texdata 5000 hlbsp -low "%1.map" -maxnodesize 64 -chart -texdata 5000 hlvis -low -estimate -full -chart "%1.map" -texdata 5000 hlrad -threads 3 -estimate -extra -sparse -lights "lights.rad" "%1.map" -texdata 5000 -nolog It dies during the HLBSP phase, usually with MAP_MAX_FACES - although under some variations, just crashes. (System compiles nearly equally complex maps with same texture set just fine.) The map is at the very top limits in terms of leaf and clip nodes, and as the -texdata line suggests, a smidgen over the standard texture limit. Nonetheless, the original author managed to compile this beast, and yet I cannot. We want a release by the 10th, and it can take the map author weeks to respond, so I thought I'd check in here and see if anyone had any ideas as to any compile parameters that may help. At the moment, neither the original nor my tweaked version of the map will compile, yet I have this BSP, so I know it can be done... Somehow. - Thothie ------------------------------ _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers End of hlmappers Digest, Vol 23, Issue 5 **************************************** _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
