Author Topic: Hint brush + transparent window.  (Read 1481 times)

KURWAJAPIERDOLE

  • Stingray
  • Posts: 64
Hint brush + transparent window.
« on: February 03, 2015, 02:13:18 PM »
Hi,
I'm currently creating very big map, where r_speeds is very big. It doesn't bother my computer at all (Like propably all your computers) but I'm thinking about optimization. I read some tutorials about HINT brush like this one http://panjoo.tastyspleen.net/rust/tutorials/hint/hint.htm but' it's only easy if map is corridor or not very complex. I can't find tut how to make HINT brushes in maps where there is transparent windows (only find sth about func_areaportalwindow but it's only availible in newer games...). I'm trying a lot, but hint brush don't work. It's very hard to guess where the VIS will be in BSPeditor so during creating HINT brushes I'm feeling like walking alone in the dark.

If anybody can show me on this map example how to hide all the piramids? If this is even possible...


jitspoe

  • Administrator
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  • Posts: 18802
Re: Hint brush + transparent window.
« Reply #1 on: February 10, 2015, 05:47:20 PM »
Well, it looks like VIS hides a lot of them (especially on the sides with no windows) already.  I tried adding some hint brushes where it should have helped hide some of the ones that were visible from the door side, but they didn't seem to help. Not sure why.  Hint brushes have never consistently worked for me.  I'm not sure if it's because of a compiler bug, or because they're simply "hints", not guarantees.