i carvth and my map leakth :( Created 20 years ago2004-06-19 23:18:22 UTC by Raizner Raizner

Created 20 years ago2004-06-19 23:18:22 UTC by Raizner Raizner

Posted 20 years ago2004-06-19 23:18:22 UTC Post #34931
hey i posted my new map (he_dagreatwall_beta4) in the problem maps sections today and i was wondering if someone out there could kindly find that sneaky little leak in my map. I (like a noob) resorted to carving around an elevator that i was trying to build (ct side). Now I cant find the leak and out of frustration i used a box around the level :zonked:. Comments welcome too.
Posted 20 years ago2004-06-19 23:32:10 UTC Post #34934
Don't carve! Use the pointfile to look for leaks.
AJ AJGlorious Overlord
Posted 20 years ago2004-06-19 23:58:44 UTC Post #34937
dude i did you use point file and i cant find them :(
Posted 20 years ago2004-06-19 23:59:22 UTC Post #34938
Posted 20 years ago2004-06-20 02:25:37 UTC Post #34945
Will have a look in an hour or two.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-06-20 02:52:00 UTC Post #34947
j00 carveth and j00 shall be smitten!

On a more serious note, I took a look at the questions and I can answer a few of them, hopefully. The R-Speed problem is just that, you can see across the map so it renders everything. Use hint brushes and try and block out anything non-visible from there with them. And kill the skybox. It shouldn't be too hard to correct.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-20 03:31:26 UTC Post #34961
thanks for the advice but im a noob at this stuff please dont flame me...what are hint brushs? Oh i cant really skill ths skybox unless i fix the leak in the fan elevator...
Posted 20 years ago2004-06-20 03:34:22 UTC Post #34962
For a good explanation on VIS, vis-blocking and hint-brushes:

http://www.gamedesign.net/book/view/266

The article is about Quake but the whole thing is about the same for HL. This may be a helpfull article I was just recently attended to.
Posted 20 years ago2004-06-20 03:44:45 UTC Post #34963
thanks CP
so a hint brush is like a marker of something out dont want to see or dont want your complier to render?
Posted 20 years ago2004-06-20 03:55:25 UTC Post #34966
No flames, don't worry, just jokin with yah.

And hint brushes are essentially manual visblocks, it tells VIS that you don't want it to render anything beyond it, essentially. Of course, they're quite complex, but in addition to CPs link and these three, I think you'll have it down.

http://cariad.co.za/twhl/tutorial.php?id=71

Here at TWHL, and these two at CounterMap:

http://countermap.counter-strike.net/Tutorials/tutorial.php?id=54
http://countermap.counter-strike.net/Tutorials/tutorial.php?id=2

And if you can't fix the skybox until the elevator is working, just get rid of after everything works. That should speed up things a bit.

Good luck,
-Rabid
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-06-20 04:03:11 UTC Post #34970
For a good explanation on VIS, vis-blocking and hint-brushes:
http://www.gamedesign.net/book/view/266

The article is about Quake but the whole thing is about the same for HL. This may be a helpfull article I was just recently attended to.
Book mark and download this tutorial... It is Geoff DeWans original and the best explanation of Vis and Hints that I have come across. Some of the info is a bit dated, but the theory is sound.

Interesting to see that RUST is still kicking... I should get around and visit the community more often :-)
Posted 20 years ago2004-06-20 13:37:52 UTC Post #35043
OH! when i look at my map with gl_wireframe 2 i can see everything at once. Hint and skip brushs will prevent me from see all of that and thus reducin wpoly count. Am i right?
Posted 20 years ago2004-06-20 14:30:11 UTC Post #35052
No. Hint brushes are manually adjustments to the way vis creates the leafs. You'll need a layout made in such a way that not all leafs are visible from others. Have you read the tutorial completely?

When you see the complete map you either have a open layout or haven't run vis. And that's because of errors during the previous compile programs that have been run. Or you just don't run the vis program.
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