News:

Come Chat with us live! Learn how HERE!

Main Menu

Hint Brush?

Started by OneEyedTrouserSnake, May 18, 2006, 12:29:39 PM

OneEyedTrouserSnake

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.?

Vector_Matt

That "wacky texture" means the engine can't find the propper shader/texture for those faces.

OneEyedTrouserSnake

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. : )

Vector_Matt

Well if they are on the  other maps then I don't know what the problem is. BTW what does the hint brush do?

[db@]Megabite

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

Vector_Matt

Quote from: [db@]MegabiteYou 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.

OverFlow

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.

Survivor

Quote from: Vector_Matt
Quote from: [db@]MegabiteYou 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
I'm busy. I'll ignore you later.

[db@]Megabite

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

OneEyedTrouserSnake

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