Im not sure if HINT is working... Created 8 years ago2016-06-04 14:34:05 UTC by Mr. Cowboy Zombie Mr. Cowboy Zombie

Created 8 years ago2016-06-04 14:34:05 UTC by Mr. Cowboy Zombie Mr. Cowboy Zombie

Posted 8 years ago2016-06-04 17:54:54 UTC Post #330340
Is the first time ever I use the textures from zhlt(but not null).
Im worry about the optimization of my map...
I give u the link of .rmf:
http://www.mediafire.com/download/4q0lw8bm44a93r7/mapHINToptimization.rar
Sorry guys for annoy with a lot of questions, but my english understanding is f***** bad :(
The wads used are:
-itsitaly
-cs_dust
-zhlt
-GarbageManForest
-decals
-anotheriraq(comes with .rar)
Mr. Cowboy Zombie Mr. Cowboy ZombieSemper fidelis
Posted 8 years ago2016-06-05 05:26:57 UTC Post #330346
I'll tell you something, to be honest. I am a mapper with 1.25 years of experience, and I've never used SKIP or HINT. I've only used some clip textures, then a lot of nulls, and a bevel there and there.

But I'll certainly see if this map has problems. Basically, hint brushes alert the VIS, and thus help it, to optimize the map. Of course, it happens if they are used well.

Also, there's a texture called 'SKIP'. Using that, you can paint only one side of the brush with hint, and the other sides will be ignored by VIS.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-06-05 06:43:56 UTC Post #330347
Wow, really thanks u.
Could u send me screenshots of example when use bevel n' null?
Mr. Cowboy Zombie Mr. Cowboy ZombieSemper fidelis
Posted 8 years ago2016-06-05 09:54:34 UTC Post #330348
Here is an example of how to use null:

Null has been applied to all the faces the player will never see (the bug blue "N" texture).
User posted image
Here is an example of how to use HINT and SKIP textures:
In this screenshot I have hidden the brush that made the roof of a hallway so you can see what is going on.
User posted image
In that shot there are some windows (if you look hard you can see the windows from another view in the NULL screenshot), there are hints on the windows to make sure the VIS is cut properly there. Then, there are two large brushes in the hallway around the window with HINT on only 1 face. These make sure the hallway is cut by vis, so that from outside the hallway looking in the windows you don't render too far down the hallway.

Faces where I don't want hints are covered in SKIP.
Posted 8 years ago2016-06-05 10:50:12 UTC Post #330350
Where u added null can I put it bevel?
Mr. Cowboy Zombie Mr. Cowboy ZombieSemper fidelis
Posted 8 years ago2016-06-05 11:39:18 UTC Post #330351
Do you NEED bevel?

Read here for information about the different types:

http://zhlt.info/special-textures.html
Posted 8 years ago2016-06-05 16:16:56 UTC Post #330352
BEVEL is a variant of NULL that saves on clipnodes as the faces become non-solid. It's a good optimization technique if you're making a large map.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 8 years ago2016-06-07 18:38:44 UTC Post #330371
BEVEL is a variant of NULL that saves on clipnodes as the faces become non-solid. It's a good optimization technique if you're making a large map.
Tell me what is a clipnode. Thanks
Mr. Cowboy Zombie Mr. Cowboy ZombieSemper fidelis
Posted 8 years ago2016-06-08 00:11:14 UTC Post #330372
A clipnode determines where the player can or can not walk.
A func_detail or a func_wall will cut into existing clipnodes and generate more. (even a func_detail set to be non-solid will generate a clipnode, btw - i learned that lesson the hard way)
A func_illusionary will not generate clip nodes.
Super detailed solid world geometry wreaks havoc on the clipnode count so that's why you should cover complex items with simpler (preferably rectangular) clip brushes.
Tetsu0 Tetsu0Positive Chaos
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