strange usage of hint
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Re: strange usage of hint
Posted by zombie_computer on Tue Feb 15th at 6:53pm 2005


Hi,

I was trying to create one big optimization tutorial, however, Ive stumbled onto a problem I cant solve, its about hints. I know how hints work (atleast I think I do) but valve used them in their maps in a (to me) strange way. They've created walls (1 unit thick, with HINT on all sides) around certain objects (usually with lots of details), but I have no idea why they did it. These boxes seem to be made around complicated models, but not around all of them, and sometimes they've created hints at the place of a desktops. ahh, just look at the pics below...

Someone pointed me to it, and heard valve used that way to give the entities inside those boxes a bigger rendering priority (and thats all I know now). But, after a bit of testing, I came to the conclusion that it didnt matter much (or at all), therefore im in a complete mystery why valve did this...Is there anyone here who can shed a little light on this matter?

Pics of what mean (from sdk_d1_trainstation_05.vmf, kleiners lab)
(made this one opaque so you can see it better: )

http://www.student.kun.nl/rvanhoorn/hints.JPG

notice the desks at this one:
http://www.student.kun.nl/rvanhoorn/hints2.JPG




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Re: strange usage of hint
Posted by omegaslayer on Tue Feb 15th at 6:58pm 2005


BTW I have a hint brush tutorial on the way that I completed a long time ago, just need to re-work the pictures (I would have submitted it erlier, but snarkpit was down), but in answer to your question the reason why there is a hint brush around it is so that all thoes models are in their own vis leaf. But the main reason for this (includint those skip brushes) is so multiple models can me moved at the same time, if you noticed if you move multiple models then they get mis aligned to the grid, if you put a brush around it, they can move with ease , found this out after many cursings to the models that wouldnt move to where I wanted them to go. [addsig]



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Re: strange usage of hint
Posted by Static88 on Tue Feb 15th at 7:01pm 2005


The only thing I can think of is that maybe they did that to speed up compile time. Just a shot in the dark. On a side note, lots of cubemaps in pic # 2 as well. Not a bad thing I guess.

Edit: Just read Omega's comment. I now know that I know nothing. Very comforting.

[addsig]




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Re: strange usage of hint
Posted by zombie_computer on Tue Feb 15th at 7:04pm 2005


? quote:
BTW I have a hint brush tutorial on the way that I completed a long time ago, just need to re-work the pictures (I would have submitted it erlier, but snarkpit was down), but in answer to your question the reason why there is a hint brush around it is so that all thoes models are in their own vis leaf. But the main reason for this (includint those skip brushes) is so multiple models can me moved at the same time, if you noticed if you move multiple models then they get mis aligned to the grid, if you put a brush around it, they can move with ease , found this out after many cursings to the models that wouldnt move to where I wanted them to go.
ok, I understand that, but why not use a single brush then instead of four seperate walls?




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Re: strange usage of hint
Posted by zombie_computer on Tue Feb 15th at 7:26pm 2005


also, what would be the great advantage of putting all those entitities in one leaf (especially in that lab)

(srry, cant seem to edit my posts)




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Re: strange usage of hint
Posted by omegaslayer on Tue Feb 15th at 7:36pm 2005


Hmmm 4 brushes...... I have no clue, the inner workings of valve is a mystery to me, I only recently discovered that the skip brushes were used to move multiple models around, maybe it has something to do with once you leave the area the models in those hint brushes get taken out?



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Re: strange usage of hint
Posted by Sp3ctre on Tue Feb 15th at 10:35pm 2005


Really no clue, I am also perplexed of the use of occluder and noclip brushes in the source maps like the coast one.
In your case, the 4 walls should create four 1 unit-thick walls above them, maybe they have a purpose about rendering advantages.
Try flying around with noclip and "mat_leafvis 1" to see what all those hints produces
There is a sdk map example with hints, and the text messages speaks about "barrels on the other side are not rendered" but that's a bit weird if you think you can never see those barrels (they're behind a wall)





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