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r_showtris?


Wes Marrakesh

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Yes, it would work on a door set to be open by default, I believe, though I've never tried it myself... an areaportal, yes, is just a dynamic hint brush in that it is triggered by brush-based entities moving in and out of it.

 

Adding more and more hint brushes where not needed will result in extra surfaces, which reduce framerate.

Thus why I said "well-placed".

 

If any of you want to learn the true mysteries of hinting a map, read http://www.nibsworld.com/rtcw/tutorial_detail_and_hint_brushes_part1.shtml

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Originally posted by Wes Marrakesh

so.... where would you ideally put hint brushes?

 

that's part of the art of making maps. ;)

 

r_showtris is probably the best way to figure out hint brush placement. Run around inside your map and pay attention to what parts of your map are being drawn.

 

If you see a situation where the game is drawing far more of the map than you know is actually visible, it's safe to say a hint brush would help in that situation.

 

There's lots of good info on hint brushes but that should get you started. Since placement is a bit more complicated than just dropping a big square brush in the middle of a hall you should go read some of them.

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If your entire map is always being drawn at all times (assuming you have multiple sections to your map and it's not one big open area), that's usually a sign that something else is wrong, such as a leak. If your map leaks, VIS won't execute and your whole map will be drawn at all times.

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Yeah, area_portals are worthless if you have lots of windows...because the window touches a room that can see the other side of the portal--resulting in everything being drawn.

 

Try making a wall out of a skybox and placing it where the area_portal connects to the side of the room.

 

That will seal off the map and make the area_portal do its thing.

 

 

= )

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Originally posted by RichDiesal

If your entire map is always being drawn at all times (assuming you have multiple sections to your map and it's not one big open area),

 

if he's still working on the map I downloaded a week or two ago to help on another problem, that's precisely what it is.. a huge box, with a tower in the middle, which is a second huge box.

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Originally posted by Wes Marrakesh

but you can still see what is behind the skybox... how would that help?

 

it seems to be dependant on how good your vis stage compiled.

 

Sky brushes DO block vis during compile, so if you end up seeing stuff on the far side of a sky brush, that means vis is somehow finding a path to that area through some other part of your map.

 

Hint brushes can help control that.

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lock_pvs 1 is another useful command with r_showtris 1 - it'll lock the triangles drawn from your current position, enabling you to walk around and see exactly what the engine is drawing. Use lock_pvs 0 to turn it off again.

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