Posted by Flynn on Fri Jan 12th at 7:00pm 2007
Just Kidding
Posted by Crono on Fri Jan 12th at 8:07pm 2007
Posted by Flynn on Fri Jan 12th at 9:42pm 2007
Well I assume you meant in Half-Life 2. Here is the corridor:
Top:

Inside:

Insider number 2:

Just Kidding
Posted by Dark_Kilauea on Fri Jan 12th at 9:48pm 2007
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Posted by Flynn on Fri Jan 12th at 10:07pm 2007
D/L the .vmf and see what I mean for onceJust Kidding
Posted by Crono on Fri Jan 12th at 11:11pm 2007
Posted by Captain P on Fri Jan 12th at 11:14pm 2007
Oh, and next time you get mad about someone not looking at your map, upload the right one.
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Posted by Orpheus on Fri Jan 12th at 11:24pm 2007
Personally, I think Mister Flynn needs to stop asking for help. He hasn't been very accommodating since he's arrived. Of course this is just my opinion. Since I am regarded as rather an asshole myself, I think I'm fully qualified to recognize another one.
Flynn, for my part... Stop asking for help until you have given something back first. ![]()
I'm going to post this as an "Answer to your problem" because your problem is your an asshole.
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Posted by reaper47 on Sat Jan 13th at 4:01pm 2007
I can see this becoming a vvis nightmare, however, because every section of the corridor will be split into multiple vis-leafs automatically (no matter if you hint it or not). Try to keep the corridor's profile a convex shape, so it fits into a single leaf. Vis-leafs have to be convex, so concave shapes have to be split into multiple convex leafs. If you don't understand this I'd recommend leaving hinting alone for now, it's really just an extra-method if there's nothing else to do.
Also downloading a VMF is a super-duper extra service for only the most desperate problems (because it takes time). Use explanatory screenshots or drawings to get answers. You'll get them quicker, also.
I also dare asking what's so a bad about a mapping newbie asking for help?
Posted by Flynn on Sat Jan 13th at 4:53pm 2007
Okay I've heeded the advice brought to me by Reaper47 about convex corridors and hopefully understood it for future reference.
Let's just say that there is alot of rendering action in each room then I would need to hint it.
Now I get that hinting must span three surfaces in general: Each side of the corridor and the corner.
It will not work if the hint brush is going through a corner or if a hint brush is not touching a corner.
So then I run into a dilema with all of the corners who like to jut out into the corridor
I have no idea how to clip them.
So if hinting a corridor like this even possible?
Oh and Orpheus if you want a shootout, do it in general chat. Hang on no, that would get you the attention you wanted then wouldn't it.
Just Kidding
Posted by Juim on Sat Jan 13th at 4:53pm 2007
There are alot of faces in that hallway, for such a simple layout. Seems kinda borked somehow. Perhaps you could remake it alittle cleaner?
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Posted by Flynn on Sat Jan 13th at 5:04pm 2007
Yeah I could try that. Is there any chance it could be hinted? EDIT: Well the answer is yes, actually. It seems that the hint was working all along yet I forgot to run V.I.S. But this also confuses me because the hint brush goes through a fair few corners. And according to this tutorial which I am sure you have all come across hints do not work when they go through a corner. So if anyone could explain this to me I would be etererly greatful and actually no. That would be abit weird. Let's just leave it at "eternerly greatful".
Just Kidding
Posted by reaper47 on Sat Jan 13th at 5:36pm 2007
I'm not sure if your read it already but I recommend reading this (or reading it again). It's the best explanation on hinting you'll ever get:
http://www.student.ru.nl/rvanhoorn/optimization.php?chapter=hints&PHPSESSID=88381710cf39f8a5ff43c6f59a6935fb
But always remember: Usually VBSP creates vis-leafs automatically, placing the virtual "hint-brushes" automatically and doing quite well so. Placing HINT brushes yourself is an extra-work, not a necessity. Especially if you built your map in a way different areas of a map are hidden to each other nicely.
PS: If you really want to cross the line: Here's an explanation of the true core of BSP and leaf-cutting. It's the deepest you can dive into the world of BSP files without becoming a professional programmer: http://qxx.planetquake.gamespy.com/bsp/
Posted by Orpheus on Sat Jan 13th at 6:47pm 2007
Bare in mind. I didn't make that answer blue. ![]()
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Posted by RedWood on Sun Jan 14th at 9:02am 2007
Posted by Flynn on Sun Jan 14th at 9:18am 2007
Alright maybe we aren't seeing quite eye to eye here but what I was trying to say was that in the .vmf (as I assume you know) the hint brushes goes through several parts of the corner. And according to the tutorial this is wrong:
Hint brush goes through the corner:
This causes the same as the situation in the two brushes, only much worse!
Just Kidding
Posted by Captain P on Sun Jan 14th at 12:27pm 2007
I'd encourage you to read up on binary space partitioning and to find out how the VIS process actually works on the inside: that kind of insight is more helpfull than just knowing what types of corners hint brushes will work on.
As for corridors like these, I wouldn't bother. Unless I notice performance issues, it's not worth my time, optimizing something that doesn't need optimization. "Preliminary optimization is the root of all evil" is a commong saying amongst programmers, because it makes your code much harder to maintain on the long run, so it works against you rather than for you. It's better to profile your code, to see where the actual bottlenecks are. For maps, it's the same: check where you're getting low performance and spend your time optimizing those area's, not every 100+fps corridor.
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Posted by Naklajat on Sun Jan 14th at 1:48pm 2007
There's really nothing I can think of that you can do with world brushes that can't be done using simple world brushes + func_detail brushes (besides wait several hours for your map to compile, that is)
As an aside, it's my understanding that the editing forums are for asking questions, and I've never seen any rule stating "You have to answer X many questions per Y questions you ask" Every mapper ever started mapping without any knowledge of how to properly make a map. I think this is a perfectly valid question, a good one even, though it was asked poorly. Flynn, before you click 'submit' ask yourself if you've given enough information for your question to actually be answered. If you haven't, don't be surprised or offended if people can't help you.
@reaper47: I lost all my bookmarks a while back and wasn't able to find that BSP technical details page again, thanks for the link
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Posted by Flynn on Sun Jan 14th at 2:44pm 2007

Just Kidding
Posted by omegaslayer on Sun Jan 14th at 8:45pm 2007

It simply came from the valve developer community's website:
http://developer.valvesoftware.com/wiki/Hint_brushes
Try looking there before posting here with your questions.
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