Jump to content

Home

Hint brushes


mapmaker

Recommended Posts

this is a complicated question. you'd be best served to find a tutorial with pictures to show you what it does.

 

i know what it does but without images i don't know how to explain it to you.

 

simple answer : the hint brush tricks the engine into drawing something or not drawing something from a certain pov in your map.

 

you probably will not need to use it. I've made probably 25 released maps for quake games and i've never had to use the hint.

Link to comment
Share on other sites

Originally posted by camp3r

this is a complicated question. you'd be best served to find a tutorial with pictures to show you what it does.

 

i know what it does but without images i don't know how to explain it to you.

 

simple answer : the hint brush tricks the engine into drawing something or not drawing something from a certain pov in your map.

 

you probably will not need to use it. I've made probably 25 released maps for quake games and i've never had to use the hint.

 

 

Good suggestion ^^^^ Tutorials, understanding the compiler process and experimentation are the only way to understand the mystical hint brush. Once you do, they are very useful, but if you don't know how to use them, you will probably just cause longer compile times.

 

- Vorax

Link to comment
Share on other sites

Hint brushes are very useful in certain situations, and especially helpfull if you consider how they can help you as you create the layout of a map.

 

I won't try to describe what they do, other than saying they can rwally help in certain situations. It's a very good idea to learn how it works.

Link to comment
Share on other sites

I'll give this a shot -

the q3engine creates a BSP - the bsp is created by compiling Binary space into square "portals" ( can't remember the size of them, but they are divisible by 64 ). A hint brush forces the bsp to consider any brush withint the hint brush ( read: boxed insode of the hint ) to be it's own portal - thus creating more portals and increasing vis time....but, it's WORTH IT.

 

Where this helps is VIS. If a single brush within a portal is visible by the player, then EVERY brush IN the portal will be drawn!

But, if you break up the problem portals with hint brushes properly, then only the brushes that can be seen in the portal will be drawn.

 

This is the SHORT version of how this works.

Link to comment
Share on other sites

Let me rephrase a part of what I said there -

"A hint brush forces the bsp to consider any brush withint the hint brush ( read: boxed inside of the hint ) to be it's own portal "

 

What I meant to say was the engine considers a hint brush to be it's own portal, and any brushes contained within the hint brush is a part of that portal.

 

Here's the best example I can give about the use of hint brushes:

 

Lets say you have a map that is a battle field and in that battle field are a lot of trenches that players can use to move around the battle field undetected.

What I would do is use hint brushes IN the trenches and ABOVE the trenches. This way, the polygons that make up the trenches will not be drawn until you reach the point where you can SEE the polys that are covered in the hint brush....thus, speeding up FPS by decreasing your r_speeds. Same goes for the hint brushes on the areas ABOVE the trenches...if you were IN the trench, you can't see the polygons that are above you ( BUT the engine draws them anyway because you CAN see the portals that said polygons reside in ), so cover them in hint brushes

so the engine will NOT draw them until you jump OUT of the trench :)

 

Make sense? It takes a while to grasp the concept, but hint brushes are there for a reason....use them wisely my son.

 

You also should ALWAYS remember to use r_showtris 1 in game when testing your maps - that's the best way to actualy SEE what the engine is drawing and can help you find the spots that NEED to be covered in hint brushes :)

Link to comment
Share on other sites

If there a penalty for using hint brushes indiscriminately? I don't know how to use them exactly, but I have an idea of it, so could I just plop hint brushes in places I'd think they would be useful, or would that cause problems? Or if I were to put hint brushes all over the place, hehe (my map's r_speeds are at 20000 in some places).

 

*edit*

What's your map's r_speeds at Rauol? I'm just curious :)

*edit*

Link to comment
Share on other sites

Video cards have nothing to do with r_speeds RaoulHooD.

But the reason your r_speeds go up when ever you look in the direction of the rotating brushes( even through walls ) is because a func_rotating is considered an entity and entities are ALWAYS drawn. In otherwords, you can not vis block it.

 

And Nanime, take my short description for what it is... a short description. I don't have the time or patience to give a longer answer.....especialy when I found this stuff out 3 years ago by searching for the answer instead of asking for it. Call me a type A personality.

Link to comment
Share on other sites

Originally posted by twoshadows

But the reason your r_speeds go up when ever you look in the direction of the rotating brushes( even through walls ) is because a func_rotating is considered an entity and entities are ALWAYS drawn. In otherwords, you can not vis block it.

 

 

Not true. You can block entities, including rotating brushes. As long as they are in portal that isn't drawn, they aren't drawn. Same as anything else.

 

The reason his rotating thing is seen through the walls is because the portal it is in is seen. Hint brushes might help him, if the architecture will support it.

 

- Vorax

Link to comment
Share on other sites

I tried to cover the rotating brushes with hint brushes, but it didn't seem to make any difference... I'm not sure if they should completely cover them, be inside them, or half and half... I think I might just take them out altogether, they're not a necessity, I just thought it would be cool to get hit by a couple of fan blades on the way to a falling death.

Link to comment
Share on other sites

Vorax- I think you may be wrong about that - use r_showtris 1

on any q3 map and watch entities ( rocket launchers, ammo, health packs ) show up EVERYWHERE - even in portals all the way on the other side of the map. That's why going entity crazy will always bring up r_speeds.

 

I've seen it myself...but who knows, maybe they changed that in the engine for JO.

Link to comment
Share on other sites

*sigh*

I was trying to see if the understanding I got of it was correct. And considering your response as well as others, I'm sorry to have intruded. I thought these message boards were for questions. I've tried to be nice, pleasant, and polite to you guys. Every compliment I've made about the experienced mappers being awesome has been heartfelt.

 

I asked questions in a place where I thought people would be glad to share answers, and for the most part, you guys are ... but I'm tired of the comments and irritation directed at new people when they ask a question you guys don't want to be bothered with.

 

And as far as not being a patient man... I haven't met many yet. Nor am I a patient woman. When the tutorials I went to in the beginning didn't give me the answers I needed, I came here. Every software has something different about it, which is why I'd hoped that small questions might not be such a burden.

 

I was wrong.

 

Enjoy the forum gentlemen. I won't bother you again.

Link to comment
Share on other sites

Nanime - I think you took my comment the wrong way. :)

 

I was making a statemtent that the answers are out there - if you look for them.

 

Unfortunately, this forum as with most forums, has more questions than it does answers.

 

but - I've done my part ....and while at work no less...

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...