Originally Posted by
Moon Wizard
Doug and I were still debating whether we would leave this auto-LOS generation via mask in, because it didn't perform as good as we wanted. You ended up having to spend a good chunk of time "cleaning" up the things that didn't work as you expected (thin walls, jagged portions, etc.); and an alpha mask only lets you create full blockers (not doors nor terrain), so you had to define and add those in as well.
As Doug mentioned, he can run a sample map you define through the process to give an idea of where it is. You should pick a map with some complexity. Thin/thick walls, doors, secret doors, debris, etc. While we could potentially spend time refining the algorithm, there's only so much you can do that will work in general on every map type.
Regards,
JPG