i cant see very far in my flying maps! -1 reply

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Guest

I didn't make it!

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#1 9 years ago

like i said in the title, i cant see to the end of my map, if i go too far away from something it shows it as void, does anyone know how to fix this bug?????!!! SOMEONE PLEASE HELP! I'M DYING HERE! :eek: thanks Jaden if you help me i give you :beer: and you're :cool:




NAB622

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8th October 2005

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#2 9 years ago

Select a brush that is part of your worldspawn, open up the entity window and add a new kry/value pair:

Key: distancecull Value: 80000

Experiment with different values, but make them higher than about 60000 or it will actually decrease your visibility distance.




jk3editor

Retard Hungarian Modder

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21st August 2008

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#3 9 years ago

Hmm...the basic distancecull isn't 8.000? I think he/she shouldn't set it to 80.000...that's too many, and if he/she doesn't use portals it will make the game slower...if he/she use portals then too I think.




NAB622

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#4 9 years ago

Increasing the distancecull is the only way to fix the visibility issue. May as well put it up nice and high, then optimize the map until you get good fps. :clueless:

Too many portals visible isn't really a problem, as long as there isn't too much detail in the map. Have a look at NabooHills 2.1, it's a good example of this. Naboo Hills 2.1, Jedi Knight 3 Downloads, Jedi Knight 3 Multiple Gamemodes




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#5 9 years ago

THANK YOU SO MUCH!!!! *kisses nab622's feet* have a :beer: and your :cool: very many thanks Jaden :lol: :rofl: mesa so happy! :cya:




loda

the dude

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18th March 2005

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#6 9 years ago

naboohills is a good example.. but of what? it's distance cull is much lower than it should be if you want good visibility.. and it still gets low FPS




NAB622

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8th October 2005

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#7 9 years ago

Really? I remember it being a medium range FPS map...haven't played it in a loooong while, sorry.

Naboo Hills 2.1 isn't a great example of distancecull. Like you said, it's a tad on the low side. It's a good example of low detail terrain, though. The middle areas are very low detail, but whenever there's a cliff or the edge of a building, it's much more detailed.

Jaden Of JJJ-Mappers;4840900*kisses nab622's feet* have a :beer: and your :cool:

*backs toward jk3editor and loda* XD




MaceCrusherMadunusus

Movie Battles II Mapper

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12th January 2005

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#8 9 years ago

jk3editor;4840356Hmm...the basic distancecull isn't 8.000? I think he/she shouldn't set it to 80.000...that's too many, and if he/she doesn't use portals it will make the game slower...if he/she use portals then too I think.[/quote]

Portals are always in use, if the user uses a VIS stage in the compile (and it doesn't fail). However, its pretty much like what NAB said. Even though less portals visible with proper management is usually the best thing, these portals here should not matter too much. In this case, you will always need a fairly decent amount of portals anyway, if you have to use distancecull.

Another thing, I have found that distancecull is actually more hurtful than helpful. And I can give screenshots to prove it if requested. I had higher FPS with 60000 value for the distancecull, than what it was at default. I was viewing A LOT more tris too. Though the value NAB said is probably a bit too excessive. Start with 30,000, then go to 60,000 and up if 30,000 does not work fully.

[quote=NAB622;4840190]Experiment with different values, but make them higher than about 60000 or it will actually decrease your visibility distance.

I've never seen that happen, I've used 30,000 quite a few times. Or I'm miss remembering, ahh well.




NAB622

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#9 9 years ago

Just looked up the default distancecull value. It's 12000.

Wow, was I off...I thought it was 60000. XD So yeah, take Mace's word over mine.

So, increasing distancecull increases FPS, you say? I'm highly interested...

Now I wanna try distancecull -1, too.