Confused about hint brushes

Confused about hint brushes

Re: Confused about hint brushes Posted by $loth on Sat Jan 15th 2005 at 9:31pm
$loth
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Posted 2005-01-15 9:31pm
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The thing I am confused about is which side do you apply the hint
'texture' and which side do you apply the skip to. I have looked at the
sdk example but it's not that much help.

Help appreciated.
Re: Confused about hint brushes Posted by ReNo on Sat Jan 15th 2005 at 9:49pm
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Posted 2005-01-15 9:49pm
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The plane on which a face with the "hint" texture lles on will become a
split for leafs. You can apply it to as many of few faces of a brush as
you like - each face you put it on will cause a leaf split.
Re: Confused about hint brushes Posted by Leperous on Sat Jan 15th 2005 at 9:55pm
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Posted 2005-01-15 9:55pm
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... which in English means 'skip' sides are ignored, but if it's against a wall or not visible then you can use hint, it doesn't really matter.
Re: Confused about hint brushes Posted by omegaslayer on Sat Jan 15th 2005 at 10:22pm
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Posted 2005-01-15 10:22pm
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google----> hint brush tutorial :biggrin: There is one at a counterstrike web site that explained it very well.
Re: Confused about hint brushes Posted by $loth on Sun Jan 16th 2005 at 7:48am
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Posted 2005-01-16 7:48am
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Cheers for the help, I did do some googling and ended up at VERC, but it didn't explain it in plain english :sad:
Re: Confused about hint brushes Posted by Myrk- on Sun Jan 16th 2005 at 12:27pm
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Posted 2005-01-16 12:27pm
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The people at Verc resemble the battling seizure robots... of course they don't speak english!
Re: Confused about hint brushes Posted by Guessmyname on Sun Jan 16th 2005 at 1:10pm
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Posted 2005-01-16 1:10pm
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The people at VERC have a slight grasp of gobbledegook and nothing else
Re: Confused about hint brushes Posted by Paladin[NL] on Sun Jan 16th 2005 at 2:30pm
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Posted 2005-01-16 2:30pm
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Well, though VERC has a vast knowledge of 'almost' every aspect of how HL1 and Source works, the completly lack the capacity to share it with other less wise people in plain english...
Re: Confused about hint brushes Posted by ReNo on Sun Jan 16th 2005 at 3:54pm
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Posted 2005-01-16 3:54pm
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Most of the experienced people who used to frequent VERC are long gone
  • I think here, RUST and Mapcore are the three havens of the more
experience HL mappers, with perhaps a few mod specific sites as well.
My journeys to VERC post-HL2 have shown me the light - I won't be
visiting there very often from now.
Re: Confused about hint brushes Posted by Static88 on Thu Feb 24th 2005 at 9:09pm
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Posted 2005-02-24 9:09pm
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-instead of starting a new post-

In regards to hint brushes. I have an outdoor area that I would like to use hint brushes on in order to hide the rest of my map which lies behind and below the large wall in the center picture here (center picture). Or if there's a better way of blocking off the unseen area, great! But as it is now, using +mat_wireframe, I can see things behind this huge wall and it's hurting my fps. Also, would using hint brushes all around the outside area prevent a player from seeing my city ground texture that's in a 3D skybox? Any help is appreciated.
Re: Confused about hint brushes Posted by omegaslayer on Thu Feb 24th 2005 at 10:59pm
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Posted 2005-02-24 10:59pm
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Have you used func_occluders (ignore the spelling)? But it blocks
models behind it. Just look at the sample sdk map to explain how to use
them.
Re: Confused about hint brushes Posted by Finger on Fri Feb 25th 2005 at 2:23am
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Posted 2005-02-25 2:23am
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Hint brushes don't actually occlude anything - they only cut visblocks. There is a good example map with the sdk that shows how a hintbrush is used, to block objects on the other side of a short wall (doesn't extend to the ceiling).

When the engine calculates visibility, it does so from within the visblock that you are standing. This visblock can be very large, and allow much more visibility than just your perspective. To see these visblocks ingame, type mat_leafvis 1 in the console.

Static, my bet is that your visblocks extend above the wall that is supposed to be blocking other parts of the level. This sample map (not at my pc, don't have the exact link..but it's in the sdk_content folder) on hintbrushes shows the exact way to fix this problem.
Re: Confused about hint brushes Posted by zombie_computer on Fri Feb 25th 2005 at 2:44pm
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Posted 2005-02-25 2:44pm
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my optimisation tut, its got everything i could find about it:

http://www.student.kun.nl/rvanhoorn/Optimization.doc

yea I know, doc...Im waiting till interlopers is back up so they can
host it (I originally wrote it for them)thats also why you wont see the
example map, sorry
Re: Confused about hint brushes Posted by Static88 on Fri Feb 25th 2005 at 5:27pm
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Posted 2005-02-25 5:27pm
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Thanks for the .doc. Reading it right now. Very helpful and easy to understand.
Re: Confused about hint brushes Posted by ReNo on Fri Feb 25th 2005 at 6:11pm
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Posted 2005-02-25 6:11pm
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Excellent tutorial, good job on that :smile:
Re: Confused about hint brushes Posted by SaintGreg on Sat Feb 26th 2005 at 4:57am
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Posted 2005-02-26 4:57am
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If anyone has played the new cs map cs_compound you can see how valve uses a large hint brush the exact same way as in the sdk hintbrush map. See it was useful after all!
Re: Confused about hint brushes Posted by $loth on Sat Feb 26th 2005 at 8:00am
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Posted 2005-02-26 8:00am
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That map looks like something out of HL2, not in a bad way though.
Re: Confused about hint brushes Posted by Liberal.Nyulism on Sat Feb 26th 2005 at 9:55am
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Posted 2005-02-26 9:55am
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Just want to add a bit of information to the thread:

If you build your map, and type " mat_visleaf 1" in the console, you can wander around your map, looking at each visblock, and decide which "tall" ones can be split, then go back into hammer and add a hint brush where you want to split it.

Thoughts:

You can spend a LOT of time on this problem and not impact the speed of your map. In fact, you can quite easily make it far worse. I have overloaded vis a couple of times,getting dozens of cluster-saw-into-cluster errors.

Lowering the ceilings and working with skybox textures seems to give a better result.

You can get better performance increases by following everyone's advice to make everything possible into a func_detail. That seemed to have the greatest impact on my vis performance.

Don't ignore your skybox either. I have a detailed skybox and when I put a dome in it, and didn't turn it into an entity, it gave me two dozen errors.

It's easy to look at visblock widths, but if you trim heights with hints, you often get better performance, since it's the problem of visibility going OVER architecture that's usually the problem.

Vis splits on the 1024 unit boundary (the big grid lines in hammer), and positioning your geometry so that it takes advantage of those splits is helpful.

I would like a tool that works like the nav mesh editor for pruning the vis tree. That would be useful.

Hope something above helps.