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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Zombie/Co-Op Mapping
CoD: World at War co-op mapping and level design. Zombie maps and other co-op mapping help.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: VIS compiling required for Co-op?
Mystic
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Since: Apr 10, 2004
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Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Dec. 28, 2010 09:13 am
Structural would be the walls of a house, tall fences, ceilings anything that isn't cosmetic (just for decoration (eye candy))
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galentv
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Since: Oct 25, 2008
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Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Dec. 28, 2010 11:18 am
Then shouldn't stairs be structual? What does it mean that a brush is not structual?
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Mystic
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Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Dec. 28, 2010 12:06 pm
Every brush you place in radiant is structural by default and will remain so unless changed to detail. It's hard to explain. Depends on how you make your stairway, if you just have a bunch of brushes in the middle of a room blocking line of sight, make them detail, if they are in there own area with a wall on both sides, leave them structural.

Search the forums there are many post that will help you understand more.
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SQUISHY44
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Since: Apr 15, 2007
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Last: Jul 19, 2011
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Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Dec. 28, 2010 05:43 pm
galentv writes...
Quote:
Then shouldn't stairs be structual? What does it mean that a brush is not structual?

Make the stairs detail because if you don't it will make a LOT of visleafs which you don't want.
Example:
http://optimization.interlopers.net/index.php?chapter=func_detail

More on optimization:
http://optimization.interlopers.net/index.php
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galentv
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Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Dec. 29, 2010 04:25 am
what exactly do you mean by visleaf? Why are there visleafs on stairs?
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Mystic
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Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Dec. 29, 2010 05:01 am
On a stair you have treads (the bits you stand on) and risers (bit that goes up at the back) each of them act as a face for the compiler to work out, with a stairs you have steps so close together that there is a lot of data to process all in a small space.

visleaf-
Quote:
Each visleaf (sometimes referred to simply as a leaf) is a hollow volume in a map which defines a 'cluster' of visible surfaces. Every visible surface of a map is part of one visleaf or another. Visleafs are used primarily by the Rendering Engine to determine (before rendering each frame) which areas of the map might need to be rendered on screen. When any part of a visleaf is potentially visible from any part of the current visleaf, the entire contents of that visleaf are considered for rendering.
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galentv
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Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Jun. 14, 2011 08:54 am
Can you walk on a strucutal surface? Does structual simply mean that they're solid?
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zeroy
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Since: Nov 26, 2007
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Last: Mar 12, 2014
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Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Jun. 15, 2011 01:36 am
Vis Compiling is obsolete in CODWAW, in other word, it wont do anything and the option shouldnt be there. I got confirmation of this by a Dev many moons ago [cool]
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galentv
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Category: CoDWW Zombie/Co-Op Mapping
Posted: Thursday, Jul. 7, 2011 03:13 pm
Now i get the "map max nodes" error, and on the forums they say that i should make brushes detail. I've done that and it still gets the same error, (because the detail function doesn't do anything, as you say) but how do i fix this?
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