Hint texture ???
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Hint texture ???
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) ????
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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Rookie One.pl
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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 .
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.
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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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.
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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Bjarne BZR
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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.
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.
one thing i didnt get on V2;These released maps are totally sweet examples of applied VIS design. Study them and wonder why they look like they do.
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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Bjarne BZR
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Rookie One.pl
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sorry, my clan's naming conventionWhere do you mean, V2 has a lot of lomg halls
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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Bjarne BZR
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