Major help with hint brushes needed


(Storm) #1

i’v seen a tut or 3 but I still need some one to better explain it for me
I need to cut my map’s fps and I don’t know what to do exactly.
I only undrstand hint blcoks vis and help to maualy direct the vis compile.
Basicly telling the game engine what to render and when. I still need a good working theoy thought. Help from a pro would be hornored.
My map will blow everything outta the water when I get the fps down.


(SCDS_reyalP) #2

I don’t see how a post is going to help you if tutorials didn’t.

FWIW, hints don’t ‘block’ vis. They create bsp splits (because they are structural), but they are transparent. Only opaque structures ‘block’ vis.
Except in pathalogical cases, hint brushes usualy don’t give you a huge FPS improvement. If you don’t have structure to keep the player from seeing too many triangles at once, no amount of hints is going to help you. As their name suggests, they are for giving the compiler a hint on where you want a bsp split. They are not magic framerate pixie dust.

The tutorials I posted in your thread on MAP_MAX_VISABILITY really tell you everything you need to know. I assume you did correct that error ? If you haven’t then nothing else is going to help your map, because without a successful vis compile, your whole map will be drawn every frame. Moreover hint brushes won’t help with that error at all. In fact, they add to vis data size.


(Shallow) #3

Everyone looks at this in the wrong way, i.e. “How do I use hint brushes?” when hinting is actually a very small part of the puzzle. The main thing you probably need is more large vis-blocking structures, because only structural brushes can block visibility.

Note that hints don’t block vis, they are used to create additional bsp splits that enable the structural vis-blocking features in your map to work more effectively.

EDIT: Damn, too slow :smiley: