Dunno if there’s a way of doing it already, but I am considering a map that will consist of two distinct areas - a jungle / forest bit, and an open plains style situation.
Ideally the jungle will have EXTREMELY dense foliage using a combination of ET’s foliage / terrain parameters and lots and lots of tree models. The aim is to limit visibility massively, for a close combat style area.
Of course, you are all immediately thinking ‘crap framerates’, but I can get around this by having an extremely short culling distance (won’t even really need fog since the foliage will obscure everything).
However, of course this is totally not going to help the open plains bit.
So… I came up with the idea of either creating a new compile-time entity or a new texture (although entity idea is a damn sight easier), both to acheive the same effect, which is basically an area-defining cull distance effect.
It doesn’t need to be complicated, so a quick run-down could be:
- You create an axial-aligned brush (same sort of thing as volumetric fog)
- Paint it with trigger texture
- You turn it into a misc_cull_distance entity
- You set a key / value pairing in the entity of something like:
cull_distance
1024
As far as I can tell it only needs to be a compile-time option. misc_cull_distance entity would override worldspawn cull distance, and would affect any portal calculations crossing the entity brush boundary as well, eg a ray going into it from outside would have portals inside using the entity cull distance, while rays going outside from inside would check portals outside using the outside cull_distance
I reckon this flexibility should be relatively easy to implement (har, famous last words - I wonder if Ydnar is sick of people second-guessing his workload?
), and would be pretty useful in a variatey of situations - certainly it would allow the type of map I describe (some areas of extreme detail, others not) very simply, which you currently can’t really do.
