Hint Problem Created 16 years ago2008-03-09 12:00:20 UTC by Striker Striker

Created 16 years ago2008-03-09 12:00:20 UTC by Striker Striker

Posted 16 years ago2008-03-09 12:00:20 UTC Post #247470
:D I can't get my hint brush to work well .
I'm working on my awp_2yabere 3rd version and it's quite detailed (it has an underground silo now) and I want to separate the silo from the original map with a hint brush.

The problem is that even if I do like so , in the game .... the r_speeds are the same .

I really need help with this as I tried the hint brush in other maps , and worked . And I don't know what's the problem.

Have a look at this image . This is how I worked with the hint brush in my map.
User posted image
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-03-09 12:27:56 UTC Post #247472
The hint brush has one side textured with hint and the others with skip. I think there is no need to use it if the 1st floor's celling is the 2nd floor's ground. If it is a large open area then it cant make any changes. To see that hint brushs made any turn the gl_wireframe console option to 2 (only works when start the game with +map mymapname, so not in multiplayer). Maybe separate the 1st floor's celling and 2nd floor's ground and put the hint brush between the gap.
Posted 16 years ago2008-03-09 12:39:28 UTC Post #247473
ohhhhhhh shit then I'll have a loooooooooot of work to do :( :(

It may be possible because I'm using this amount of func_walls ? :
User posted image
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-03-09 13:23:36 UTC Post #247474
Why much work? Select everything on the second floor and move up. Make a new floor, and voila!
Doesn't seem like it will be very hard, does it?
Posted 16 years ago2008-03-09 15:11:01 UTC Post #247483
I don't understand you , I asked if those func_walls may be the problem . ( I selected all of them and then tie to entity :D )
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-03-10 10:04:05 UTC Post #247514
Please help because I want to continue with the map and this problem stops me . Would it be good if I turn on the full vis ?
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-03-12 00:51:26 UTC Post #247577
i followed this tutorial :

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

i experimented with a simple U shaped corridor and the effect were incredible!! without a hint brush FPS was at 40 after i put them right up to 60. The diagonal cutting corner method is the best.
Posted 16 years ago2008-03-12 16:24:56 UTC Post #247600
Ok so let's get it right. I used 4 huge hint brushes (diagonal) and one huge , straight , hint brush that separates the first floor of the basement.
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-03-12 21:52:09 UTC Post #247610
Hotdog: do you cut the corner or do you have it flush?
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-03-15 02:43:50 UTC Post #247687
Ok , I'll do so.
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-03-15 23:51:07 UTC Post #247710
Cut the corner. Just by about 8-4 units it does split the brush no matter if you make it a func_wall or not but it really works well.

Don't use the one between floors as it doesn't work well like that and in some places not at all. use the gl_wireframe 2 command to see hint brushes at work.
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