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