Editing Getting Started Mapping (section) From Quake Wiki Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits. Anti-spam check. Do not fill this in! ==Vis== [[File:map_tutorial_vis1.jpg|thumb|No Vis]][[File:map_tutorial_vis2.jpg|thumb|Vis'd]] You can now compile with Vis if you'd like. Unfortunately, our little single room map is a bit too simple to actually show what it does. Vis is a process which computes visibility of areas, and creates a table known as the [http://en.wikipedia.org/wiki/Potentially_visible_set Potentially Visible Set] (often shortened to PVS), which Quake uses to determine areas which the player cannot possibly see, and thus, does not need to render. Note that brush entities (or any entities), such as doors or triggers, do not block Vis, nor do special brushes like clips or liquids. Only solid brush geometry. I have constructed a simple snaking hallway map to demonstrate. In the pictures to the right, I have enabled "r_showtris 1" in Quakespasm, which outlines the polygons rendered by Quake. Notice that in the picture with no Vis, there are polygons in the distance around corners which are being rendered, which in the Vis'd picture, these polygons are no longer rendered. Even in this simple map it is not a huge amount of savings, but as your levels get larger and more complex, this will be a large optimization. Vis requires that a .bsp be fully sealed to run. This means that all of your entities must be surrounded by brushes, and cannot trace a line into the [[void]]. QBSP will warn you when a .bsp [[leaks]] like this, and generate a [[pointfile]] which can be loaded in either Quake or Trenchbroom to help you find where you need to seal your level. It should be noted that in general, Vis on a more complex map will be the compiling tool which takes the longest. Vis times are effected by the size of rooms, and the complexity of brushes. Large, open areas and very complex geometry can lead to massive compile times (days or weeks!) even on modern CPUs and are part of the reason why things like this are rare in Quake. When you are just starting out, it is advised to build areas the size and detail seen in stock Quake until you have a feel for how Vis times are effected. See [[Vis]] for more information and common command-line arguments. Summary: Please note that all contributions to Quake Wiki are considered to be released under the GNU Free Documentation License 1.3 or later (see Quake Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission! To edit this page, please answer the question that appears below (more info): Who created the Quake Soundtrack (Hint: In three uppercase letters)? Cancel | Editing help (opens in new window) Retrieved from "http://quakewiki.org/wiki/Getting_Started_Mapping"