Author Topic: Hint Brush?  (Read 7180 times)

OneEyedTrouserSnake

  • Posts: 25
  • Turrets: +0/-0
Hint Brush?
« on: May 18, 2006, 12:29:39 pm »
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

  • Posts: 732
  • Turrets: +2/-1
Hint Brush?
« Reply #1 on: May 18, 2006, 01:34:54 pm »
That "wacky texture" means the engine can't find the propper shader/texture for those faces.

OneEyedTrouserSnake

  • Posts: 25
  • Turrets: +0/-0
Hint Brush?
« Reply #2 on: May 18, 2006, 02:02:04 pm »
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

  • Posts: 732
  • Turrets: +2/-1
Hint Brush?
« Reply #3 on: May 18, 2006, 03:39:00 pm »
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

  • Posts: 613
  • Turrets: +3/-0
    • http://www.tremulous.info
Hint Brush?
« Reply #4 on: May 18, 2006, 04:25:57 pm »
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
url=http://www.tremulous.info][/url]


Vector_Matt

  • Posts: 732
  • Turrets: +2/-1
Hint Brush?
« Reply #5 on: May 18, 2006, 04:45:01 pm »
Quote from: "[db@
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.

OverFlow

  • Posts: 386
  • Turrets: +44/-1
    • http://bobbin.vilkacis.net
Hint Brush?
« Reply #6 on: May 18, 2006, 05:18:19 pm »
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

  • Posts: 1660
  • Turrets: +164/-159
Hint Brush?
« Reply #7 on: May 18, 2006, 05:18:39 pm »
Quote from: "Vector_Matt"
Quote from: "[db@
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
I’m busy. I’ll ignore you later.

[db@]Megabite

  • Posts: 613
  • Turrets: +3/-0
    • http://www.tremulous.info
Hint Brush?
« Reply #8 on: May 18, 2006, 05:19:25 pm »
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
url=http://www.tremulous.info][/url]


OneEyedTrouserSnake

  • Posts: 25
  • Turrets: +0/-0
Hint Brush?
« Reply #9 on: May 19, 2006, 12:31:18 am »
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