Post by grieve[Q2C] on Apr 2, 2005 23:08:17 GMT -5
your terminology is somewhat unclear, but I think you are referring to what most mappers call "drawing distance" ( which is also not very accurate, I think). I will call it "distance clipping".
you mean the distance clipping of the gl-renderer which cuts off the rendered world simply after 1900-something units ? this is a limitation that is removed with most updated Quake 2 renderers / sourceports, but in iD's original ref_gl.dll it is a hardcoded value that also happens to be much too low for todays standards.
it has something to do with the size of the skybox that is drawn around the map. it has virtually this size of 1990 or something units, and the map structure clips into the skybox if the drawn scenerie is wider than that.
this sourceport for example makes the size of the skybox ( and therefore the visibility distance) an adjustable value, you can set it as high as you want and look across the whole available worldspace of quake 2 if you like.
but if you want to avoid the distance clipping effect with standard vanilla quake 2 exe and renderer, there is another very simple solution for you: this effect only occurs in areas/rooms where the skybox is visible.
you already mentioned it: your room is open. if you make it closed ( so that the sky can be seen nowhere in it) then you can see as far as you want without any distance clipping.
hmm, this yard does not look that big. not sure if it is really distance clipping. could be maybe a node error too.
you could set some hint brushes for testing. but this is more art than science. fill maybe the doorways with a hint brush each, and make a big hintbrush ( something like 64 units thick ) across the whole yard, right before where the wall disappears.
if the visibility line across the whole area from where you stand is not about 2000 units or more to the other end, it is more likely a visibility error. this can be fixed with hint brushes.