I just can’t seem to get it right. I have two rooms, I will call the bottom room level 1 and the top room level 2. Both levels have windows angled out so that you can see directly below. The top room has a bunch of brushes that bog down the vis and tris and ultimately FPS. I simply want to stop the top room from drawing while in the bottom room. The back of the room has a ladder, which I have hinted off at an angle.
For this post, I’m just curious if there is anything special that comes into play when you are working with real maps, as opposed to a perfect-world map like you get in the tutorials? I’ve gone through EBs tutorial and looked at his map file. I’ve read nibs tutorial, and I’ve followed a few threads. If any of you are familiar with EBs map that he did for this topic, a good example of the problem I’m having is if you were to go to the back room with the water and the palm trees and turn left to the hall that leads to the room with 3 mirrors, don’t go any farther than through the door, turn around and turn r_showtris 2 on and look out to where the palm trees are…that room is completely sealed off and has a hint brush around it and there is absolutely nowhere (it is a solid room) that gives you a line of sight out to the big open area…and yet it still draws the palm trees and water and everything else out there.
It is kind of the problem I’m having, even though the room is entirely sealed off, it still draws the room above. I know this can’t be properly answered for my problem without pictures, I’m just curious if there are special cases where even though you have everything hinted off and no portal sees another, it still draws what is in that portal. I will gladly post pictures if anybody is curious.











I have duplicated results just like in those. I would compare it to telling me how to make a brush and then expecting me to be able to make a perfect map with just that knowledge :o