VisGroups are created, toggled, and otherwise manipulated through the Filter Control toolbar. (VisGroups have nothing to do with VIS, one of the compile tools your map needs to run through to be playable in-game.) Exploring VisGroups further The Filter Control toolbar in Worldcraft, Hammer, and J.A.C.K., respectively The objects won't get shown in the editor, and (automatically in Hammer 4.0 and later and if specified in Worldcraft and J.A.C.K.) they won't get compiled into the final map. You can create a VisGroup, assign any number of brushes, models, or entities to it, and then hide the VisGroup whenever you like. A VisGroup is a user-definable set of objects that can be hidden or shown at will, broadly speaking. VisGroups are Worldcraft's (and editors based on it) way of sorting through the clutter. On slower machines, a lot of models to render can also mean a lot of slowdown. As you begin to stack entities and populate your level with weapons, props, decals, and other such detail, it can get a bit clumsy to work with. Related Guides Config Files, and How to Make One Source Multi-Tool: A Field Guide VisGroups and Visibility Control in the Editor (December 17, 2017) Check the VisGroup you made in Step 1 at the bottom of the list.Pull up the Entity Properties dialog and switch to the VisGroup tab.Select the items to be assigned to the VisGroup.Make a new VisGroup in the window that appears. From the Filter Control toolbar, click the "Edit" button.(you may need to change the grid size ("-" to decrease, " " to increase) and/or manually move the vertices (Shift V) of the reference arch to snap to the nearest grid point. Then, create a brush with the same length, width, and height as the reference arch and place it slightly above the reference. To achieve the latter, it is recommended to first create the desired geometric shape out of the Arch Tool first for reference. The latter was achieved by utilizing the Clipping Tool (Shift X). 3a, there are two brushes: the one on the left was created using the Arch Tool which created an 8-sided brush with 40 faces, and the one on the right was made from a single clipped brush with only 11 faces. Bottom line: if you can create complex geometry with one or two brushes, why use any more than that? More brushes equals more faces, and more faces equals slower performance and compile time. Whenever possible, stick to creating geometry with a few large brushes rather than a thousand small ones. Always check for leaks before the map is released to the public. If all is sealed, it should just go to an empty folder in the Steam\steamapps\GAMERTAG\GAME\mapsrc folder. It doesn't work with world or detail brushes.) Seal the leak, recompile the BSP, and load the pointfile. (*This is why you need an entity, either brush or point, in your map. "Load default pointfile? ) Select "Yes", and you'll see a red line protruding from the nearest entity* out through the area of the leak. If there are any leaks, it'll ask you to confirm the operation (ex. Once it's done compiling, close the compile log and go to Map -> Load Point File. Select "Normal" for Run BSP, and select "No" for both Run VIS and Run RAD (also be sure to check the "Don't run the game after compiling" box). Save and compile the BSP by pressing F9 or going to File -> Run Map. To check for leaks, first make sure there is at least one entity in the map (such as an "info_player_start"), otherwise this will not work.1b, the room is sealed and will be compiled correctly. If you compile this map with that leak, vvis (the portion of the compile that determines visibility data) won't be able to determine the boundaries of the map, since the visleaves will just "leak" out into the black void outside our map. Also, water won't render correctly if there are any leaks in the map. Worse yet, any area portals, hint brushes and occluders in the map will not work, making them useless. If there are ANY leaks in the map, the compiler won't be able to determine the boundaries of the map, and will attempt to render everything within the map all at once.
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