Talk:Hint brush: Difference between revisions
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--[[User:MossyBucket|MossyBucket (formerly Andreasen)]] 00:35, 17 February 2011 (UTC) | --[[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) | ::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) | ||
:::Worldbrushes don't have collision models. Only physics objects have that (I've just read). You might be thinking of ''[[vcollide_wireframe]] 0/1''. What I'm talking about is polygons from detailed brushwork running all over my map, unrestrained by the neatly ordered visleaves. Maybe it's because they come from one half units, I don't know. I'll upload a pic to show you. ... No, I can't seem to upload that picture for some reason. =S --[[User:MossyBucket|MossyBucket (formerly Andreasen)]] 01:06, 17 February 2011 (UTC) |
Revision as of 18:06, 16 February 2011
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:
- Any objections? --Andreasen 06:36, 5 Apr 2006 (PDT)
it was named such because thats what the texture looks like: HINT—ts2do 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)
...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.
--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. --Mattshu 00:41, 17 February 2011 (UTC)
- Worldbrushes don't have collision models. Only physics objects have that (I've just read). You might be thinking of vcollide_wireframe 0/1. What I'm talking about is polygons from detailed brushwork running all over my map, unrestrained by the neatly ordered visleaves. Maybe it's because they come from one half units, I don't know. I'll upload a pic to show you. ... No, I can't seem to upload that picture for some reason. =S --MossyBucket (formerly Andreasen) 01:06, 17 February 2011 (UTC)