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Posted: Wed Mar 09, 2005 6:46 pm
by diego
bdbodger wrote:Someone said something about hint brushes in windows and doors that would plug the holes makeing the whole wall solid again . That would actually cut down on the number of vis leafgroups wouldn't it or at least vis data size or make it more efficient .
I think if you did that your exteriors would not draw while your were inside. You would not want that if you have windows. If you don't want to see the outside, use opaque windows, and the area portal for the door.

The tutorial for hint brushes is good, but it really only shows you a liimited situation in which they can be applied effectively. I tried to use them once on a map with a large combination of indoor/ outdoor areas and a lot of buildings with windows. I didn't do a very good job and my compile time went from several hours, to several days --- and I ended up with a map with lots of holes in it.

So I suggest lots of practice on something small before relying on them to boost FPS on your favorite map.

Posted: Wed Mar 09, 2005 11:49 pm
by Balr14
Most tutorials on hint brushes date back to Q2 days, which calculated vis in 2D space. In Q3, vis is done in 3D space. Hint brushes simply allow you to create extra view portals where you want them. It may cut down waht can be seen, or may render something that wasn't working right, it all depends on your map. Odds of hint brushes speeding up a compile are pretty slim.

Great hint brush - tut!

Posted: Tue Mar 27, 2007 11:49 am
by Roach

date

Posted: Tue Mar 27, 2007 5:15 pm
by tltrude
Good link Roach, but look at the date above your user stats -- last post was two years ago!