Tutorial: The use of hint-brushes (Part 1)
Hi there, it's me again, coming up with a tutorial about the use of hint-brushes to keep the r_speeds low and therefore boosting the fps-rate.
The method im showing here should be used catiously -> Using this method in small rooms will most probably even raise the r_speeds then lower them! So use them wisly to controll your leave-splitting and dont exaggerate like control-freak hint-brushing every pillar and every rock :D
I've actually prepared quiet a lot of stuff, so just lets start off!
To get an idea of what a hint brush is there for, I'll show you some cruel pictures :D
-> ![]()
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So you see a fucked up wireframe - the leafs are being split up in every direction and show no arrangement.
Hint-Brushs are there to prevent that. They can split up a face to create a new leaf. It's being used for VIS-Blocking and to get an arrangement where complex geometry slices a face.
Im gonna show you how to VIS-Block later, though it will be most probably even more interesting to most of you.
So, to get an arrangement you can use the following method:
(im just gonna link some pictures here that I'Ve prepared because they'd should very much be self-explaining:
->http://www.file-upload.net/member/view_2626_texturescattering.jpg.html
-> http://www.file-upload.net/member/view_2626_useOfHintTExtures.jpg.html
As you see im using a texture that is called "skip" and a texture that is called "hint" - A hint brush has to be covered with the 'skip' texture and only gets the 'hint' texture on the site it's supposed to hit the floor (where a complex gemoetry hits a face).
When a Hint-Textured-Face hits a geometry it will slice it along it's borders and will create a new leaf. So you can put a rectangular leaf around a complex geometry to prevent it's weird splitting up!
note: It's important that every face of the hintbrush that isnt used must have the 'skip' texture.
(the hint and skip texture can be found in the zhlt.wad - but you can also create them yourself by naming a texture "skip" or "hint")
If you want to see it ingame you might wanna play my example map I prepared:
-> Click me!
(it's german - just look for the 'download-button')
An explanation of how to enable the wireframe in cs1.6 is being written in the hintbrush.txt that comes with the pack!
- So you see putting a hint-brush arround a complex geometry prevents uncontrolled texture splitting and might prevent texture shattering what mustnt always be true (look at pillar in my map)
That's it for now. I'll extend this tutorial on VIS-Blocking asap!
greetz,Dalai
-> Goto: Part2
(Hint Brushs to prevent complex geometry slicing a brush badly)
[ Edited ]
nice, good tutorial =D
Wow, thanks alot. Been studying VIS-blocking for a quite long and it doesn't differ alot of the use of hint-brushes of the way you explained here. Didn't imagine it would be good use around of complex geometries to reduce r_speeds. Cheers :D
YES!!! i have searched for a tut like this for a while.. Thx!
(The tut on egir.dk didn't help me so this is great)
[ Edited Mon May 28 2007, 04:37PM ]
nice job :)
has anyone got the pictures? this thread is old so they don't work atm as usual
same for part2
Can someone update the pics? I really want to learn what is explained in the tutorial
linsk dont work man :/
Please fix this links, they don´t work.
:)
Stop bumbing deads. Dalai hasn't been online over a year ago and this thread was created 07.
Maybe the admins see it Gargoyle and can fix it or delete it?
That hasn´t anything to do with "bumbing"....
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