I've been reading alot about hint brushes, and what I gather is this: so tell me if iim right, close or wrong. Yes, I read the tutorial.
When you build brushes in HL, the engine splits up world brushes where they contact, so if you build one big flat brush for the floor, stick a box on top of it for a crate (and keep it a world brush) the box will break up the floor into pieces where the lines intersect, and will show up using gl_wireframe 2.
In areas with lots of turns, you want to break up the geometry so the engine will only render what the player can actually see, so if you do a corner of a hallway, you only want the engine to render the walls/floor/ceiling that the player can actually see, not the entire length of the brushes (i am assuming the hallway runs far out of the player's sight)
So, basically, does all a hint brush do is break up the brush geometry where it touches other brushes, thereby creating more brushes, but resulting in the engine rendering less and smaller brushes? If that is the case, why not just use the clip tool to clip the brushes were the hint brush would touch? or why not just make a brush a func_illusionary instead of hint?
yes, I'm a mapping noob, but I'm a smart mapping noob and I like to learn.