Learned how to use hint brushes, but where?


(etSpeer.) #1

Hey all,
For my current project called Cold Fort, I started learning how to place the hint brushes, however I can’t get it as I would like it to have.

I did read a lot of how to use them, also on the forums. However I’m still with the question: Where to place them?
I know about the L shaped rooms, but what about the other rooms? The rooms with 3 doors to other rooms which are drawing them too?

For my main entreance of the map, from the outside area I made 2 screenshots:

Both just 2 cm next to each other, one draws the whole outside area, other one draws the halve.
In fact I only see a part in both without the showtris command. That means that I need to put a hint… but where? the room is shaped like this:

First screenshot I’m standing on place marked by (A) second screenshot (B)

Anyone could help me with the hint placement? I’m quiet lost here.


(acQu) #2

Ah, a puzzle :slight_smile:

Well, hm … *thinks hard’. Since your “blow wall from outside” is a func_explosive, and is pretty much a big hole regarding this issue, you could do draw one big, fat hint from the right side of the func_explosive right down. I am too lazy to draw a pic, but do you see your cp ? The longer side of this cp is the one to which your first big fat hint is parallel to ^^ (if that makes sense).

Then, you could also draw one hint line from the same place (that means right side of the func_explosive, down to lower left corner. There surely can be done more, but this would be the basic stuff i tried. Others could help more i guess, but in my opinion you shouldn’t bother too much about this hinting stuff. Is overrated imho.


(etSpeer.) #3

Thanks for your answer!

Well the wall(at the top of the draw) isn’t a func_explosive, it’s from beginning to end an open wall. However at the right wall(between the most right props) is the Main Gate, which is an func_exp. I will give your tips a try and see what it does thanks :slight_smile:

Anyone has any information on how to hint outside areas and hallways with directly connecting rooms?


(stealth6) #4

In GTK you can view portals with prtview it should be under plugins. There you can load the prt file and view how the portals are setup (be sure to check the 2D checkbox)

To check if you need to adjust them use this ingame:
/r_speeds 4

Then open console and it displays the information of what you are currently looking at.
Turn around check again, move location check again… Rinse & repeat.

/r_showtris 1 is only handy for checking if T-juncs were handled properly. when your checking performance FPS wise then go for r_showtris 2 then you see everything your computer is rendering at that point. Then you can check if you can improve how the map is split into portals.

Another topic on the subject of tris:
http://www.splashdamage.com/forums/showthread.php/23046-Maximum-r_speeds-on-modern-machines

I can’t figure out your screenshots & minimap: which way are the players looking? I also think you haven’t drawn enough on your minimap it’s hard to judge with the layout of only one room, not even the conjoining areas.

Hinting is not overrated it can be the difference between a playable map and a FPS monster. On the other hand if done wrong it will only decrease your FPS.


(acQu) #5

I assumed he looked to the top (north). Now that he said that there is a hole also to the right i am not sure anymore. Probably best to upload the mapfile (and let it be stolen, shhhh :D)


(etSpeer.) #6

Also thanks to you Stealth6 for your reaction! I was already known with the ‘prtview’ plugin of radiant and used it to try to create hint brushes, however their effect was minimum to bad. :frowning:

As for the direction the player is looking. Indeed (straight) to the north of the picture. :slight_smile:

To get an idea of the map, here are some screenshots and a video: http://mapping.stephanhondeveld.com/projects/coldfort.htm


(ailmanki) #7

http://tremmapping.pbworks.com/w/page/22453205/Understanding%20Vis%20and%20Hint%20Brushes

Is a good tutorial…


(.Chris.) #8

All I can I add is to get really familiar with how the whole process works and to design your maps with it in mind. It’s much easier than retrospectively making your maps vis friendly.