Re: Hinting very specific corridor
Posted by Crono on
Fri Jan 12th 2007 at 8:07pm
Crono
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Take a screen shot top down (I assume your corridor changes horizontally)
Blame it on Microsoft, God does.
Re: Hinting very specific corridor
Posted by Crono on
Fri Jan 12th 2007 at 11:11pm
Posted
2007-01-12 11:11pm
Crono
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Well. That's how you use a hint brush on a corner. Maybe you aren't applying it correctly. A shot from hammer would show that a bit more accurately than an in-game shot.
Blame it on Microsoft, God does.
Re: Hinting very specific corridor
Posted by Orpheus on
Fri Jan 12th 2007 at 11:24pm
Posted
2007-01-12 11:24pm
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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. :rolleyes:
I'm going to post this as an "Answer to your problem" because your problem is your an asshole.
The best things in life, aren't things.
Re: Hinting very specific corridor
Posted by Flynn on
Sat Jan 13th 2007 at 4:53pm
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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 :sad: I have no idea how to clip them.
So if hinting a corridor like this even possible?
<STRIKE>Oh and Orpheus if you want a shootout, do it in general chat. </STRIKE>Hang on no, that would get you the attention you wanted then wouldn't it.
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Re: Hinting very specific corridor
Posted by Juim on
Sat Jan 13th 2007 at 4:53pm
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There are alot of faces in that hallway, for such a simple layout. Seems kinda borked somehow. Perhaps you could remake it alittle cleaner?
Re: Hinting very specific corridor
Posted by RedWood on
Sun Jan 14th 2007 at 9:02am
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If it were me, I would encase the whole hall in nodraw solids and make all those angles fun_details. Then place your hint. Of course this is only if the location of the hall makes it possible.
Re: Hinting very specific corridor
Posted by Naklajat on
Sun Jan 14th 2007 at 1:48pm
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You should really never make a corridor like that out of world brushes. If you make the hallway the simplest shape possible (ie, a rectangle) and make all your angled detail geometry into func_details that sit inside the rectangular hallway, your vis compile time will be much shorter and you can easily use good hints.
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 :wink:
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