Hints not working Created 6 years ago2017-09-06 12:17:18 UTC by seedee seedee

Created 6 years ago2017-09-06 12:17:18 UTC by seedee seedee

Posted 6 years ago2017-09-06 12:17:18 UTC Post #337330
So I have made a hint brush
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Everything is skip except that one side
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In-game the stuff behind it is still being drawn with wireframe enabled. In source this doesn't happen. Am I doing something wrong?
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Posted 6 years ago2017-09-06 13:03:50 UTC Post #337331
I'd first try out placing a giant hint brush on top of the building, where the stairs are, in case the leaves aren't split there (which would be unusual but i can't tell by the screenshots).
If that doesn't work, try adding another hint brush like in the pic below, the far side of it would have to end where a leaf is split, obviously.
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Easier to help if you post a grid screenshot and mark the world brushes.
Posted 6 years ago2017-09-06 13:08:58 UTC Post #337332
Try a full VIS compile and see what happens.
Or perhaps lower the -maxnodesize to improve accuracy?
These are final compile type stuff, but if it works in the end, you can move on and know it'll be alright.

Unless I'm missing something. Just going from memory.
Rimrook RimrookSince 2003
Posted 6 years ago2017-09-06 23:16:39 UTC Post #337339
The leaf you are in probably extends out past that stairway. Doing what Kachito does with another hint brush might not fix that because the leaf you are in could still be sticking out into the open. Try doing a hint brush in the same direction Kachito showed in that screenshot but pull it back up to that corner near the stairway. Remember that it renders what is "potentially visible" and it doesn't actually care exactly where you are, but just what leaf you are in. So if the leaf you are in extends beyond that corner than you can see into the hallway from that leaf.

Also, that hint brush in the doorway is probably superfluous because I'm pretty sure the default behavior of the compiler would put a vis portal there.
Posted 6 years ago2017-09-07 15:14:00 UTC Post #337346
Thanks I managed to fix it
Posted 6 years ago2017-09-08 20:44:32 UTC Post #337358
What did you do when you fixed it? Describe the process for future readers that may have faced the same problem.
Stojke StojkeUnreal
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