hammer is stupid
Post Reply
Quote
Re: hammer is stupid
Posted by Gollum on Fri Nov 7th at 4:12pm 2003


HINT brushes are a pretty arcane subject. I advise removing all of them unless you have a very clear idea of what you want each brush to achieve.

Also, HINT brushes should only ever be placed as blocks (please, please don't make 32-sided cylindrical HINT brushes ) Only one face should be textured "HINT"; the rest should be textured "SKIP". The face that is textured with "HINT" will define the forced BSP split. Make sure that it exactly covers the opening that it is placed over.

Note that if you texture the whole brush with "HINT", there is a good chance that you will make 6 BSP splits where you intended only to make 1.

Finally, don't try to use HINT brushes as a substitute for actual VISblocking. You cannot "engineer" lower visibility with HINTs - you can only influence the way the compile tools cut up the level.

[addsig]




Quote
Re: hammer is stupid
Posted by Dr Brasso on Fri Nov 7th at 4:15pm 2003


damn i am glad you showed up mike....the hint brushes are on all sides of the brushes used as far as i can tell....

//reaches for grecian formula to remove additional gray hair that is sprouting as we speak....

Doc Brass....

[addsig]




Quote
Re: hammer is stupid
Posted by Gollum on Fri Nov 7th at 4:19pm 2003


Erk! That will cause nasty stuff to happen - at least, I expect it to confuse the hell out of hlbsp.exe

[addsig]




Quote
Re: hammer is stupid
Posted by Dr Brasso on Fri Nov 7th at 4:20pm 2003


i was afraid of that....well hell, here we go.....btw, whats yer take on my lapping brushes,/face splitting theory in this case?

as soon as i get permission to redo alot of this, ill get on it.....tnx for yer help mikee, yer a good man...

...praise be to the god of boulders... ..../offers up first born daughter as sacrifice....

Doc Brass...

[addsig]




Quote
Re: hammer is stupid
Posted by Gollum on Fri Nov 7th at 4:34pm 2003


You're too kind ....../accepts sacrifice

As for overlapping brushes - well, they should be avoided unless they are entities. Overlapping world brushes will cause compile times to increase, perhaps vastly, and *may* lead to r_speeds increases.

Even one set of complex overlapping brushes can send your compile times through the roof. God only knows what a level full of them would do.

I remember my first attempt at mapping - I overlapped all the walls slightly because I thought it was necessary to seal the level Humbling to think back to that.

[addsig]




Quote
Re: hammer is stupid
Posted by Dr Brasso on Fri Nov 7th at 4:36pm 2003


again, as i suspected.....tnx for the reinforcement.....

.....as to the sacrifice, you havent seen her yet.....roflmao

Doc Brass...

[addsig]




Quote
Re: hammer is stupid
Posted by Gollum on Fri Nov 7th at 4:38pm 2003


Well if nothing else, she'll make good catfood. [addsig]



Quote
Re: hammer is stupid
Posted by Orpheus on Fri Nov 7th at 4:39pm 2003


? posted by Gollum
Well if nothing else, she'll make good catfood.

might be more humane as "boulder fodder"

[addsig]




Quote
Re: hammer is stupid
Posted by Dr Brasso on Fri Nov 7th at 4:40pm 2003


man, she would literally kick my ass if she knew her dad was talking this way....

....and shes actually damn good looking...ive been putting the hex on her boyfriends since she was 15....

"a little fear is a good thing....."

you guys kill me.....i sure do like this site...

tnx again man....

Doc Brass...

[addsig]




Quote
Re: hammer is stupid
Posted by fishy on Fri Nov 7th at 7:10pm 2003


arghh

i've lost a post that i'd been at for nearly an hour

i'll re-do it once i calm down a bit.

hmphh





Quote
Re: hammer is stupid
Posted by fishy on Fri Nov 7th at 9:19pm 2003


? posted by Dr Brasso
1. hint brushes all over the place....not that thats a bad thing,

2. many many brushes intersecting/overlapping...

3.im asking for your permission to do some actual editing on your rmf....just to test my theory....

4. btw, i compiled with -noclipnodes, and it basicly froze at about 62%.....over a nine hour period....

5....may sound harsh,

6......to be continued....

1. you make them sound random some of them actually helped out a lot.

2. honestly? the only world brushes that i can find to be overlapping, in the rmf i sent you, are brushes that had the clip texture on them before i re-textured the whole map. there's a compile paramater that gives you an indication of brush overlap in a map. i'll try it out and see what it says.

3. fire away. if you do anything that helps with the r's etc, i'd be glad to here of it.

4. retexturing the clip brushes i think is to blame here too. instead of reducing clipnodes on complex brushes, they are being horribly split by them. the compile i ran before the texturing only took around an hour and twenty.

5. not at all. i'm just a little surprised that you say there are so many overlapping brushes.

6. good, good


? posted by Gollum
1. HINT brushes.I advise removing all of them unless you have a very clear idea of what you want each brush to achieve.

2. Only one face should be textured "HINT"; the rest should be textured "SKIP".

3.Note that if you texture the whole brush with "HINT", there is a good chance that you will make 6 BSP splits where you intended only to make 1.

4. You cannot "engineer" lower visibility with HINTs - you can only influence the way the compile tools cut up the level.

5. Finally, don't try to use HINT brushes as a substitute for actual VISblocking.


1. i may remove some of them, but as above, some of them help out a lot.

2. nice one. thank you. i only wanted one face to have the hint texture, as i could see the double splits that were being caused when i was running with wireframe on. i looked for a 'null' texture that i've seen discussed, but i dont seem to have one. i didn't know i had a skip texture.
is this the same as the 'null' that i've heard of, and can it be used to kill faces that player wont see?

3. looked like more than 6 with wireframe on :/

4. hint brushes, used correctly(which would be the hard bit ), will reduce r's. whether this is done by how they influence the cutting up of the map, i dont know. but surely its the same as engineering lower vis with hints?

me and my damn semantics

5. i know they dont work as normal visblockers. i like to think of them as being a type of visblocker though, but only when they are not in my direct line of sight. it's not exactly accurate, but close.

i hope i dont sound pissed at your comments or the way i've answered them. i'm not. very much appreciated that you took the time. cheers.
i'd already written out a big post, and it got lost in a moment of madness. (i hit the back button..........duh...)

Dr B, you didn't say if you still got the leak error. i'm assuming you didn't if your compile is taking more than 9 hours. hehe, it would be one helluva map if it took 9 hrs before it found a leak.

thanks again guys.





Quote
Re: hammer is stupid
Posted by Orpheus on Fri Nov 7th at 9:58pm 2003


? posted by fishy

2. honestly? the only world brushes that i can find to be overlapping, in the rmf i sent you, are brushes that had the clip texture on them before i re-textured the whole map. there's a compile paramater that gives you an indication of brush overlap in a map. i'll try it out and see what it says.

thanks again guys.

dunno about the rest of ya, but i always thought of one or more overlaps as alot... doesn't everyone?

[addsig]




Quote
Re: hammer is stupid
Posted by Dr Brasso on Sat Nov 8th at 1:26am 2003


1. hint brushes all over the place....not that thats a bad thing,

.....sorry...didnt mean to make them sound random....was not my intent....some were placed well...others i found to be a hinderance more than anything...

2. many many brushes intersecting/overlapping...

i took about ten screenies if youd like to see them....most that i shot were along the outside areas of the map, the perimeter i mean....and i quit after ten...lol i can zip em and send them if you like....

anyway, ill see if i can get er fixed up a bit, and send her back to ya....sound like a plan?....

Doc Brass...

[addsig]




Quote
Re: hammer is stupid
Posted by mazemaster on Sat Nov 8th at 1:51am 2003


PM me a link to the map and ill see what i can do.





Quote
Re: hammer is stupid
Posted by Dr Brasso on Sat Nov 8th at 3:09am 2003


i think i have it under control maze, but if you wish, i will, with fishy's permission....

Doc Brass...





Quote
Re: hammer is stupid
Posted by fishy on Sat Nov 8th at 11:17am 2003


? posted by Dr Brasso

i took about ten screenies ....i quit after ten...lol i can zip em and send them if you like....

anyway, ill see if i can get er fixed up a bit, and send her back to ya....sound like a plan?....

yer, send me the pics please. fisheye@invalid-brush.co.uk

i've already done more to the map, rearranged some architecture and built some new bits, so it doesn't sound like the best of plans

knowing where you find any problems would be good though, especially if you find them on the properly textured rmf.

cheers





Quote
Re: hammer is stupid
Posted by Dr Brasso on Sat Nov 8th at 4:38pm 2003


done...i sent them from my wifes email addy, kernsbe@cox.net mine seems to be b0rked at the moment.....lemme know yer thoughts fishman....

Doc Brass...

[addsig]




Quote
Re: hammer is stupid
Posted by fishy on Sat Nov 8th at 7:10pm 2003


cheers Al. some of those i knew about. especially the ones where the edges of the roofs cut into the sky. i assumed this wouldnt be a problem, as the bit inside the sky doesn't get rendered, so there's no extra faces. i'll tidy it up though.
where the hint brushes overlap world brushes is all sorted. (doesn't mean it'll stay sorted )most of them got deleted, and the ones that helped have only one hint face now.
himt brushes are still something i'm experimenting with.

some of the pics i cant tell where on the map they were taken, but 1 or 2 are(or should be) func_illusionary brushes(sewer water). you did point out a couple that i had missed. nice 1, thanks. i started to look for them after what you said, and found some more. mainly in bits that i had intended to work on anyway.
hehe, you did get one that i had forgotten about. there's a bit where the angle of a tunnel got changed, and it had 1 brush longer than the rest. after i'd made the doorway between the tunnel and a cellar that it led to, i noticed the overlap. i couldn't be bothered fixing it, as it wouldn't be seen in game. /me bad

i think if i stick to a more uniform grid layout in future, i wont have as much snagging to do at the end up. part of the learning curve i suppose.

btw, Dr B, did you get a leak starting at 0,100,4 at all?





Quote
Re: hammer is stupid
Posted by Dr Brasso on Sun Nov 9th at 12:43am 2003


glad to have attempted to help....any time man...

and actually fishman, i didnt get a leak now that you mention it.....hmmm.....

Doc Brass.....

[addsig]





Post Reply