Talk:Hint brush: Difference between revisions

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the capital letters in the name look weird. it's not an anagram, is it? =/ --[[User:Mungo|Mungo]]
The capital letters in the name look weird. it's not an anagram, is it? =/ --[[User:Mungo|Mungo]]
:I didnt do it :) --[[User:Zombie@computer|Zombie@computer]]
:I didnt do it :) --[[User:Zombie@computer|Zombie@computer]]
::I'm thinking of changing this title to "Hint brushes", and possibly put this text on this "Hints" page instead:
::I'm thinking of changing this title to "Hint brushes", and possibly put this text on this "Hints" page instead:
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I think this needs a screenshot or two of [[MINERVA|Metastasis 1]], to show what hint brushes can do - it's mainly an outdoors map, but effectively an indoors one from a player's visibility point of view. All thanks to a giant hint brush which slices the world in half... &mdash;'''<font color="#10c010">Cargo Cult</font>''' <sub>([[User:Cargo Cult|info]], [[User talk:Cargo Cult|talk]])</sub> 12:17, 23 May 2006 (PDT)
I think this needs a screenshot or two of [[MINERVA|Metastasis 1]], to show what hint brushes can do - it's mainly an outdoors map, but effectively an indoors one from a player's visibility point of view. All thanks to a giant hint brush which slices the world in half... &mdash;'''<font color="#10c010">Cargo Cult</font>''' <sub>([[User:Cargo Cult|info]], [[User talk:Cargo Cult|talk]])</sub> 12:17, 23 May 2006 (PDT)
== How to properly hint/skip a room with windows? ==
I have a room with a wall separating two sides.
[[File:SkipHint_SideA.png|600px]]
A, B, (C, D), E are windows (glass/glass_frosted_002).
[[File:SkipHint_SideB.png|600px]]
(same thing, just opposite side)
I don't know how to go about hint/skipping this so that when I'm in the middle on each side (between solid, non-transparent walls) the details on the other side of me won't show up until I enter the space linking the two sides, underneath window E.
--[[User:Mattshu|Mattshu]] 17:21, 29 December 2010 (UTC)
: You will need to sheathe the opaque wall with hints. Imagine stretching the brush out so that it hits the far turquoise walls. (Depending on how much detail you put in that leaf, it may not be worth optimising.) --[[user:TomEdwards|TomEdwards]] 17:23, 30 December 2010 (UTC)


== Hints not always working? ==
== Hints not always working? ==
I've tried to get Hint brushes to cut VIS leaves in various ways now, without results. The compiler just ignores them. Maybe it only ''hints'' at ways to cut leaves in ''ambiguous'' situations, and if you ''really'' want them cut that way, there are more decisive tool brushes for that. --[[User:MossyBucket|MossyBucket (formerly Andreasen)]] 21:16, 16 February 2011 (UTC)
I've tried to get Hint brushes to cut VIS leaves in various ways now, without results. The compiler just ignores them. Maybe it only ''hints'' at ways to cut leaves in ''ambiguous'' situations, and if you ''really'' want them cut that way, there are more decisive tool brushes for that. --[[User:MossyBucket|MossyBucket (formerly Andreasen)]] 21:16, 16 February 2011 (UTC)
: Hint brushes should always split leaves they intersect. Are you using [[mat_leafvis]] or '''Map > Load Portal File''' to visualize them? --[[User:JeffLane|JeffLane]] 20:55, 17 February 2011 (UTC)
::Wow! I tested it out with ''mat_leafvis 3'' instead of ''mat_wireframe 3'', and found that I have some corrections to make to the [[tool textures]] article. Hints are working just fine. Thank you! --[[User:MossyBucket|MossyBucket (formerly Andreasen)]] 23:53, 17 February 2011 (UTC)


...or maybe I've confused visleaves with polygons, because I have assumed that these were going to be cut the same way as well, but while ''[[mat_wireframe]] 3'' looks okay, ''mat_wireframe 1/2'' looks horrible. If I make a [[func_detail]], and surround it with an invisible tool texture ''and'' a hint texture, that ''still'' won't restrict polygons from cutting up my levels.
::They don't however seem to be cutting Portal-flow.  The only way to do that is to have NoDraw on atleast one face which casts effectively Shadows from an invisible wall. I'm wondering if anyone knows any way to cut Visleafs AND seal func_Areaportal leaks without clipping Player movement and Light? --[[User:Ilr|Ilr]] 13:55, 30 January 2012 (PST)
 
--[[User:MossyBucket|MossyBucket (formerly Andreasen)]] 00:35, 17 February 2011 (UTC)
::Aren't the choppy lines viewed using ''mat_wireframe [1 | 2]'' just the engine's way to set the collision models for the brush? I don't think it contributes to optimization or visibility, but I'm not 100% sure on that. --[[User:Mattshu|Mattshu]] 00:41, 17 February 2011 (UTC)

Latest revision as of 14:55, 30 January 2012

The capital letters in the name look weird. it's not an anagram, is it? =/ --Mungo

I didnt do it :) --Zombie@computer
I'm thinking of changing this title to "Hint brushes", and possibly put this text on this "Hints" page instead:
"For hint brushes, used to control visibility in a map, go here.
For hint nodes, used to give AI contextual pointers, go here."
Any objections? --Andreasen 06:36, 5 Apr 2006 (PDT)

it was named such because thats what the texture looks like: HINTts2do 14:29, 5 Apr 2006 (PDT)

That sounds more like an explanation, so I'm not counting that as an objection. (For instance, area portals isn't called "AREA PORTALS" just because is says so on the texture.) Moving page... --Andreasen 05:16, 20 Apr 2006 (PDT)

I think this needs a screenshot or two of Metastasis 1, to show what hint brushes can do - it's mainly an outdoors map, but effectively an indoors one from a player's visibility point of view. All thanks to a giant hint brush which slices the world in half... —Cargo Cult (info, talk) 12:17, 23 May 2006 (PDT)

Hints not always working?

I've tried to get Hint brushes to cut VIS leaves in various ways now, without results. The compiler just ignores them. Maybe it only hints at ways to cut leaves in ambiguous situations, and if you really want them cut that way, there are more decisive tool brushes for that. --MossyBucket (formerly Andreasen) 21:16, 16 February 2011 (UTC)

Hint brushes should always split leaves they intersect. Are you using mat_leafvis or Map > Load Portal File to visualize them? --JeffLane 20:55, 17 February 2011 (UTC)
Wow! I tested it out with mat_leafvis 3 instead of mat_wireframe 3, and found that I have some corrections to make to the tool textures article. Hints are working just fine. Thank you! --MossyBucket (formerly Andreasen) 23:53, 17 February 2011 (UTC)
They don't however seem to be cutting Portal-flow. The only way to do that is to have NoDraw on atleast one face which casts effectively Shadows from an invisible wall. I'm wondering if anyone knows any way to cut Visleafs AND seal func_Areaportal leaks without clipping Player movement and Light? --Ilr 13:55, 30 January 2012 (PST)