my map is having a problem with max visibility, i am making detail brushes but also, if i useda hint brush to cut the map in half, so i couldnt see 1 half till iwalked through it( or sumthing like htat, would it allow me to complie then? I dont no if its possible woprst case i will sjut make mroe detail brushes.
Thanks
hint brushs
Anything that isn’t going to block the players field of vision should be detail, terrain should basically always be detail. I think there are some threads around here about that error, read those and find some tutorials on hints, they should get you on the right track.
Hint brushes won’t magically improve your FPS. If the brush work isn’t designed to control VIS, hint brushes won’t do much
Hint brushes will not improve your fps/ r_speeds if you do not know how to use them or where to place them…If you place them at wrong places it will only cause alot of damage to your map by creating more leaf-nodes and increasing your r_speeds.
Read this tutorial about detail/structural/hint brushes, This tutorial made me see the light 
i finaly understand hint brushed after a long read of thet tutorial (one of thoes things that seem simple noy you know them)
if your problem is max visibility that probably means that you have two many vis portals, placing hit brushes splits one protal into at least two probably more so no mater where you place a hint brush you will never reduce the number of vis portals
something i have notices from looking at splash damage maps is that some buildings in goldrush were overlaping with caulk brushes (couldnt work out why). because the buildings had lots of spilits in the brushwork where there were windows ect that would create lots of vis portals, so making the buildings detail brushes then placing one big caulk brush as a structural brush gave one nice vis portal instead of lots of samller ones that could all see mostly the same thing
btw if your map has lots of bumpy terain that would create millions on vis portals so make your terain detail
oh i had to take them in radiant becasue i cant minimize Et 4 su mreason without alot of hassle, but yea 1 of hte images is screwed its overlapped itself but u can see its quite big i guess
resizing the textures would be good…I’ve done the same thing b4.
select a single side of a building with ctrl+shift+leftclick and then
shift + pgup/pgdown rotate
shift + arrows move texture
ctrl + arrows resize texture
there is a few ways to fix this issue…the main one is to split the map up and make it into seperate areas divided by tunnels and or buildings. There is alot that I would like to explain here, but as I said…there is alot. Maybe learn to decompile and use some other maps for reference on how to do this(only 4 reference of course).
actually, take a picture with detail turned off (CTRL+D) and post that. One fix you can use is to build walls of structural sky that rise above your buildings. Go to pcgamemods.com and search under my name, You should be able to find the byzantine source file. It will show you what I mean
oh i should have mentioned i took teh pics iwth detail off, teh 1st 2 pics u can see haev all detail missing, the others are otehr sides of the map which i ahvent finished detailing, but u can see the blank buiulding in teh first 2 pics… so i am about half way doen all teh detailing… i will look at that site tho
ok i checked out ur map, lots of hint brushes lol, i see wut u mean by putting it against the builingd and i tried that in my map… the thing is its not perfectly square as u canm see so i made the very outside box part have sky teture, then when i did htat to the brushes against the building u can see right through them… so that is my problem…
do i have to make the very outside bruyshes caulk then and sky on the brushed right agaisn the buildings…
and btw its a very nic map, ur lights are alot more complicated then mine tho…
ok i tried putting brushes aroudnhte outside of the buildign and putting teh sky but for sum parts where its only a low wall ending hte map , in spec mode when u get close up to the sky u can see the caulk i used under the whole map, also u can see through the sky to places where i have caulk taht are bakking otehr sky brushes. So i dunno wut i should do now other than go back to my ptehr way i ahd it4 even thought it will loo kteh same. Its 3 am so srry abotu spelling, anyway, i wont continue with this method until ucan can confirm isf i am doing it right, if uneedm roe screens or even the source, i will give it 2 u. Also u can go on the roof of my hghest building, and from ther u can jump to a roof that rusn right up against the sky texture, i think that will creat problems aswel lso i might have to clip brush that so pp lcant go there casue i guess that w ill create problems with teh sky aswell… ok time to sleep
sorry guy…I was just saying that about the textures, just incase you didn’t know. It won’t help, except making it look better.
But the second part of my last post is valid.
Since Ifurita’s helping you…you’ll be all set
(after compiling…look to find how many portals there are…post the #.)
If you use sky walls to block/control vis, then between the structural sky and structural parts of buildings, you have to make seamless walls. You could also drop a clip brush down to the highest level people will be at to prevent specs from flying up high enough to see your caulk. Looking at your graphic, it should be too hard to incorporate skywalls, you just have to make sure the walls are in positions where people are never looking down at them.
but that is going to be hard (making it so ppl arent in a position ot look down on my sky textures) unless i lowere the “ceiling” so they cant go as high. CAsue i dont have alot of “fake” building running alongh the outside to prevent them from looking out and seeing the caulk.
Also why would thsi be happening…

for reference, teh circle red part has a sky textured brush up against it which is visible when looking at it fro mteh otehr side, but why when i look at it through the otehr brush u can see right throguh it? i guess wut i am terying to say is i wany it too look like sky when the person is up against it.
THe yellowis hte short wall which divides the allied spanw to the rest of the map (the void if u must)
and hte blue circled is the caulk which u can see when ur right up against teh wall. I thought the sky tecture would m,ake it so when ur up against it, u see sky ONLY, u cant see through it, which is the prroblem i am stuck on now… i am going to try to lower the spawn tho ith a clip brush to see if that helps… thanks[/u]





