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Editing Vis
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− | + | '''Vis''' is one of the stages of [[map compiling]]. It calculates visibility (or [[PVS]]) data for a [[bsp file]] previously generated by [[QBSP]]. With PVS data, the engine need only draw those parts of the level (and those entities) that might be visible from the current player location. This performance optimization was necessary to allow levels as large and as complex as Quake's on the computers of the day. And even today, most games use equivalent systems to allow levels, props, and NPCs to be as detailed as possible. | |
− | '''Vis''' is one of the stages of [[map compiling]]. It calculates visibility (or [[PVS]]) data for a [[ | ||
− | == | + | ==What Vis Does== |
− | Vis uses the [[portal|portals]] from the [[ | + | Vis uses the [[portal|portals]] from the [[prt file]] generated by [[QBSP]] to calculate visibility. For each [[visleaf]], it calculates which other visleafs are potentially visible from any point within that visleaf. It does this using the portal data, as each visleaf can only see into other visleafs by looking through one or more portals. The final data, which is a series of bits representing whether or not each pair of visleafs can see each other, is then compressed down and saved in the bsp file. |
In addition, there are four hard-coded ambient sounds in Quake; one each for [[sky]], [[water]], [[slime]], and [[lava]]. Using the PVS data, Vis calculates the appropriate volume level for each of these ambient sounds based on the proximity and visibility of nearby sky and liquid surfaces. | In addition, there are four hard-coded ambient sounds in Quake; one each for [[sky]], [[water]], [[slime]], and [[lava]]. Using the PVS data, Vis calculates the appropriate volume level for each of these ambient sounds based on the proximity and visibility of nearby sky and liquid surfaces. | ||
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===Command-line options=== | ===Command-line options=== | ||
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===Error Messages and Warnings=== | ===Error Messages and Warnings=== |