Furthermore, the brush-based entities are invisible and thus not being drawn (where normally they would). At the moment, most of the details of the room are VIS-blocked out of the engine's renderer. The player will be walking down the hallway towards the large room. If it isn't clear what is going on, let me run through the sequence of events. Finally, make sure to set the delay before reset value on your trigger_multiples to 0. It should target the env_render that makes the brush based entities invisible. The trigger_multiple farthest from the room's entrance needs to do the inverse. The trigger_multiple that is closest to the room's entrance will need to activate the env_render that turns the brush based entities within the room visible so label the trigger's target field with the name of the appropriate env_render. You want the player to trigger the events when they walk through these brushes giving them a name would nullify that effect. Doing so will cause this env_render to render the brush based entities within the room visible.Īfter naming the env_renders appropriately, create two trigger_multiples in the hallway, as shown in the figure. Set the second env_render 's fx_mode to normal (or solid, if you're working with semi transparent brushes), and its fx_amount to 0 (or 255 if you're working with semi transparent brushes). We'll set one env_render to change the brush based entities' fx_mode to texture and its fx_amount to 0. Env_renders are used to change the fx_amounts and fx_modes (among other things) of any targeted object. Now place two env_renders as shown in the diagram, both targeting the previously mentioned brush-based entities. (Note: If brushes are completely invisible, then they are not drawn and their polygons won't contribute to the r_speeds) Furthermore, if the player does not start in this room, then change the brush based entities' fx_modes to texture and their fx_amounts to 0. Doing so allows them to be targeted later. If you're going to create brush-based entities in the room for the sole purpose of preventing BSP splits, then go ahead and name those entities. I'll use a hallway leading into a semi large room example for this. What we're going to do is manually tell the engine when and when not to draw these off-screen elements. The method I'm about to introduce has its limitations, but it will certainly help lower the r_speeds associated with these off-screen brush-based entities. When r_draworder is set to 1, the rendering order is reversed, so the farthest objects are drawn last, thereby making them visible when they would otherwise be hidden. Note: If you are using Software rendering, use r_draworder 1 instead of the gl_wireframe command. The engine drawing these off-screen polygons can be a great detriment to FPS in parallel with r_speeds. You'll notice that brush based entities are visible more of the time than their world brush counterparts. These off-screen elements are visible if gl_wireframe 2 is enabled in the console. Even a mapper with little experience soon realizes that the engine draws a lot more than what you can see. A less apparent disadvantage is that they aren't even figured into the VIS calculations. Now what are some of the disadvantages to using the above technique? Well the most obvious one is that entities don't VIS-block. If you need more clarification on the technique described above, I recommend reading this excellent tutorial on basic techniques to reduce r_speeds. For the remainder of this editorial, I will refer to func_illusionaries, func_walls, or whatever other entity you choose to reduce r_speeds as simply a brush based entity. One of the more widely used methods to reduce r_speeds is to convert sections of architecture to func_walls (or any other brush based entity for that fact) so as not to break up world brushes. Before I go into its details, though, I need to cover some basics. There have been many techniques described in the past to combat r_speeds, yet none quite like this. In addition, this technique only works in single player maps - sorry to disappoint you multiplayer mappers. It is assumed that you possess at least a basic understanding of the Half-Life engine and its compile processes. This video guide will help you " how to repair" the battery on Microsoft Surface Pro 4 1794.This article is intended for advanced mappers. Suppose you have a battery with not charging, swelling, draining, or bad battery life. Step by Step battery replacement tutorial guide on Microsoft Surface Pro 4 tablet.
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