Tremulous Forum

Media => Mapping Center => Topic started by: your face on November 03, 2007, 09:22:54 pm

Title: hint
Post by: your face on November 03, 2007, 09:22:54 pm
what does it do?  i see it in all the "big-name" maps, but i got no idea wut it duz...
Title: hint
Post by: Taiyo.uk on November 03, 2007, 09:39:54 pm
A brush face textured with hint will become a portal volume split when the map is compiled. It's use is to minimise the PVS. This is especially important in large detailed maps.

See here for a tutorial:
http://tremmapping.pbwiki.com/Understanding+Vis+and+Hint+Brushes
Title: hint
Post by: your face on November 03, 2007, 10:59:43 pm
awesome, soooo, if im gonna make a large detailed map (laggy)  should put hint in all the long halls?
Title: hint
Post by: Lava Croft on November 04, 2007, 11:44:08 am
Look here (http://www.wemakemaps.com/hintbrushes.htm).
Title: hint
Post by: Survivor on November 04, 2007, 06:50:42 pm
Hint optimization affects the radar in tremulous. Keep that in mind
Title: hint
Post by: Taiyo.uk on November 04, 2007, 07:14:57 pm
Indeed. You and a tyrant could be on different sides of the same corner, but if (due to hint optimisation) you are outside of each other's PVS then you will not appear on each other's radar or hear each other.
Title: hint
Post by: your face on November 04, 2007, 09:10:46 pm
ooohhhh...mebe ill just stick to the "normal" lame way for now...because me, being kinda a noob at mapping...
Title: Re: hint
Post by: your face on December 01, 2007, 05:31:03 am
no, i wont stick to the lame normal way... cargo port neeeds it....

how to do it i guess: (http://cocoapet.googlepages.com/fig-2_d.jpg/fig-2_d-full.jpg)

mk, ill do that and SPAM it in my map...
Title: Re: hint
Post by: Taiyo.uk on December 01, 2007, 06:10:01 am
...and remember, only the face of the hint brush that you want a PV split to appear on should be textured with hint, the other faces should be textured in hintskip. If it's not there, or it's broken, then add the following to your common.shader:
Code: [Select]
// ydnar: skip works like quake 2 hint: it doesn't generate bsp splits
// use on sides of hint brushes where you don't want bsp splits or portals
// add this to your common.shader file

textures/common/hintskip
{
   qer_editorimage textures/common/skip.tga
   qer_nocarve
   qer_trans 0.30
   surfaceparm nodraw
   surfaceparm nonsolid
   surfaceparm structural
   surfaceparm trans
   surfaceparm noimpact
   surfaceparm skip
}

In Radiant, goto plugins -> prtview -> load prt file to see the vis portals once your map has compiled. If there is a huge number of portal volumes then change all unnecessarily structural brushes to detail brushes. Ctrl+D toggles the detail brush filter.
Title: Re: hint
Post by: your face on December 01, 2007, 06:31:25 pm
ok, ill try that...
Title: Re: hint
Post by: n.o.s.brain on December 24, 2007, 08:03:12 pm
ok, is this bad? http://imn2rc.einsteinbennyboy.com/pic/prt.jpg (http://imn2rc.com/pic/prt.jpg)
Title: Re: hint
Post by: Taiyo.uk on December 24, 2007, 08:34:58 pm
Can't tell without seeing the structural brushes...
Title: Re: hint
Post by: Survivor on December 24, 2007, 09:53:58 pm
If I am judging that map right you could do better. Because that seems overkill.
Title: Re: hint
Post by: n.o.s.brain on December 25, 2007, 12:41:37 am
well, teh structual brushes hide everything, and that was befoer hint brush optimization. it should be good nao.

btw, thats yourfaces map: cargoport