The heart of BSP & A brief history of VIS
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So, the VIS system. What is it, and why is it called that? VIS is in some ways, the heart of the BSP format. Visleaves are a collection of faces or mesh triangles (roughly equivalent to DOOM sectors12)
Visclusters are groups of visleaves, after Quake 2 most Quake-based BSP Engines have a cluster-relative PVS Of course, the Leaves of the BSP tree alone aren't enough to map the PVS & PAS Footnotes
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Portal is an ambiguous word.1 Portal often refers to:
Portal may also refer to: Arts and entertainmentGaming
Music
Footnotes
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The Architectural definition of Portal is actually the most useful to us. Leaves are rooms, and portals are where light enters (and exits!) each room. Portals describe the connections between spaces. DOOM & Quake are probably the best examples for discussing their basis. |
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Portal (the game) is also a very useful lens to talk about portals through (as are lenses tbh). When creating a "realistic" space, it can be helpful for portals to connect adjacent spaces. Most Quake-based BSP Engines keep their levels Euclidean Footnotes |
Technical BreakdownWithin the BSP format, (most) Portals are based on
Windings can be used as stencils on the draw buffer2, blocking future rendering. To aid in this process, portals often index the visleaves visible though themselves. TL;DR: Portals are like negative polygons, they're things you don't render Footnotes
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After finding the last unknowns in
respawn.titanfall.LevelInfo, we took the theory thatRespawnBspworldspawn meshes are sorted for rendering purposes.I tried applying this knowledge to MRVN-Radiant, but had mixed success1
Identifying the skybox textured meshes in
LevelInfoled to maps rendering worse than before, with sky rendering as void.This was clearly a vis issue.
MRVN-Radiant doesn't yet support static props, but Titanfall 2 skyboxes are exclusively props.
Titanfall: Online is currently having issues mounting materials w/ custom maps (oddly copied r1 maps are ok).
But also, placing a
sky_camerain the world doesn't "just work"VIS is probably part of the issue here.
Footnotes
MRVN-Radiant on GitHub: Pull Request 35: Loads of syntax cleaning & light refactor of Titanfall::EmitMeshes ↩
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