Hint texture ???

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mcunha98
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Hint texture ???

Post by mcunha98 »

Hi,

I get the MOH stock maps, noticied recently in this site.
In Stalingrad, the developers use many times the texture HINT, in doors and anothers areas.

Because he use this texture (what is your function in engine) ????
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Post by Rookie One.pl »

Oh, yes, that explains everything... :?

Where's Bjarne when we need him...? :(
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Post by bdbodger »

hint is like caulk only it is not solid . It is a nonsolid stuctual brush because it is structural it effects vis . Vis devides the empty space in your map into volumes then decides what areas can see other areas . Hint can be used to cut these areas where the hint brush is . If you can draw a line from 1 area to another without going through a structural brush then both areas draw when you are in one of these areas . I think after vis they are maybe removed by the compiler I am not sure .
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Post by Balr14 »

it adds more vis leaf groups and is most often used to correct rendering errors.
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Post by lizardkid »

im going to summarize for my own sake and see if this is right.

it's a notsolid brush so areaportals work right and helps the default vis optimizer think that those hint brushes are solid brushes so it doesnt calculate an entire courtyard and buildings for example.

so it's like a fake structural brush to fool the vis compiler? cool.
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Post by Ric-hard »

With hint brushes, you can control what will be a leaf instead of letting VIS do a shitty job itself.
Here is a nice Hint Brush Tutorial, its not a pure Mohaa-tut, but I think that most of it works the same way.
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Post by Bjarne BZR »

That tutorial is a good try, but it is not suggesting the best way of using hints.

There are , I think in V2, "triangles" in the corridor bends.
And also the door exmples in V2 are very good ( especially since the walls are so thick, you can gett pretty close to the door before it shows the area on the other side ).

These released maps are totally sweet examples of applied VIS design. Study them and wonder why they look like they do.
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Post by lizardkid »

These released maps are totally sweet examples of applied VIS design. Study them and wonder why they look like they do.
one thing i didnt get on V2;

in long hall when you pop out on either side vis doesnt draw you or your enemy who pops out for a fraction of a second, his entire model is away from the wall before he renders. i thought it was a rogue leaf, but i didnt see anything...
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Post by Bjarne BZR »

Where do you mean, V2 has a lot of lomg halls :)?
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Post by bdbodger »

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 .
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Post by Rookie One.pl »

One thing I noticed at V2 is that when you go to the V2 yard and crouch behind the ladder near the crates, the door next to the control room disappears and you can see skybox through it. :P
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Post by lizardkid »

sorry. double post.
Last edited by lizardkid on Wed Mar 09, 2005 3:37 pm, edited 1 time in total.
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Post by lizardkid »

Where do you mean, V2 has a lot of lomg halls
sorry, my clan's naming convention :oops:

at Allied spawn go left side and go straight past that first hall, where you're facing the exit of Axis from the ladder near the truck room. thats what i mean by long hall :)

if someone comes out from either side there, they aren't rendered until half a second later, by that time they can already prefire and get more time to live. :)

i also think it's interesting to note V2 does not use areaportals liek the tut on them here says. also that it uses no leafgroups.
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Post by Bjarne BZR »

lizardkid wrote:i also think it's interesting to note V2 does not use areaportals liek the tut on them here says. also that it uses no leafgroups.
Jup, thats my bad :) But it seems hints have the same effect on doors, opening the portal when the door opens... havent really looked into this.
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