rgoer Posted May 26, 2003 Share Posted May 26, 2003 I've read everything I can find that pertains to just about any quake3-based game (a lot of stuff about RTCW, and q3 itself... sadly, there seems to be surprisingly little JK2-specific info, which is weird since this game is so popular), and I still, apparently, am not doing hint brushes correctly. Will some genius please correct me if I'm wrong here: a brush textured with the "system/hint" texture will cause a separate portal to be generated during the VIS phase of compile for all brushes that are completely contained within the boundaries of the hint brush itself... so, if you load up a compiled BSP of a hint-ed map and turn on r_showtris, you shouldn't be able to see brushes that are completely contained by a hint brush that isn't in your line of sight, right? I guess this isn't how it works, because I'm not getting the right results... Does the "system/hint" texture go on all faces of the brush you want to make into a hint brush? Or does it only go on, say, the top face? How far "inside" a hint brush do other brushes have to be in order for them to become successfully "hinted" during VIS? Am I completely off-base in all my "knowledge" of hint brushes? Link to comment Share on other sites More sharing options...
War Master Posted May 26, 2003 Share Posted May 26, 2003 Hint brushes are difficult to use because they're not a sure thing. They only suggest where to break things up. You might be better off dividing up your map with more walls and doors with area_portals. Caulk unseen surfaces too. I shouldn't be preaching this but you should design your maps with consideration to how much will be drawn in a given point of view, that is the best way to get good performance. Link to comment Share on other sites More sharing options...
lassev Posted May 26, 2003 Share Posted May 26, 2003 Uh... I don't feel like arguing with you about theories, so why don't you go and read the article below: http://fps.brainerd.net/hintbrushes.htm If you have already read it, well, then I suggest you start your voyage of exploration with hint brushes a little simpler way. There are serious limitations to what you can do, and many times you don't succeed even in obvious places, so don't expect too much. Just try it out in corridors. At first. Link to comment Share on other sites More sharing options...
rgoer Posted May 26, 2003 Author Share Posted May 26, 2003 Aye, thanks for pointing me to that article... and yes, I have read it many times over. I can get simple hints to work on simple maps; the problem I'm having now is related to hinting away patch construction, which may just be a "hold your mouth the right way" kind of ordeal... Link to comment Share on other sites More sharing options...
War Master Posted May 26, 2003 Share Posted May 26, 2003 I've read a lot of hint brush tutorials myself and it seems that they'll work best on maps filled with hallways and right angle turns. Link to comment Share on other sites More sharing options...
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