Tremulous Forum
Media => Mapping Center => Topic started by: OneEyedTrouserSnake on May 18, 2006, 12:29:39 pm
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Is there one that can be used in game and doesn't turn into that wacky gray texture with white squares?
Thx!
*edit: maybe what I mean is how can I compile the .map file without the wacky etc., etc.?
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That "wacky texture" means the engine can't find the propper shader/texture for those faces.
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That's funny, b/c it can find all the hint brushes in all the other official trem maps. I'm thinking that that isn't what the problem is, but then again, thinking isn't my strong point. : )
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Well if they are on the other maps then I don't know what the problem is. BTW what does the hint brush do?
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You can tweak ingame and compiling performance with correctly used hint brushes. They give the compiler "hints" about visibility calculation.
You should google for a quake3 mapping tutorial explaining basics such as this. I cannot provide any links atm, just have some german tutorials linked... ;)
Danny
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Megabite"]You should google for a quake3 mapping tutorial explaining basics such as this.
I've read several good tutorials, they just never mentioned the hint brush.
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Hint brushes are used to control the way vis splits up your map. Very useful if you need to do some optimizing.
There are probably a few tutorials on hinting specifically, but most general tutorials aren't going to cover it since i think a lot of people don't use it.
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Megabite"]You should google for a quake3 mapping tutorial explaining basics such as this.
I've read several good tutorials, they just never mentioned the hint brush.
From my home forum Advanced hint tutorial (http://quake3world.com/forum/viewtopic.php?p=75045)
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Mh, I guess you should rethink you judgement on those tutorials, then... ;)
Any tutorial I would deem "good" should at least basically explain the special shaders / brushes in the "common" folder as their functionality cannot be ignored while building a quality map. Performance is an issue at last...
Danny
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Thanks for the link to the tutorial.
I found the answer on another thread on this board:
http://www.tremulous.net/phpBB2/viewtopic.php?t=649&highlight=shader
I needed to send the switch -fs_base base to the bsp compile, otherwise it kept looking in baseq3