Hint brushes, what they do and some examples on use.
Also check out the HOM(Hall of Mirrors)
fix after reading this.
When compiling the map with kpbsp.exe it will split the map into
invisible 'areas' and create a file containing these.
These areas have what are called portals, these are stored in a seperate file
names 'YourMapName.prt'
The purpose of these portals are to split up the world into sections
to allow for kpvis.exe(VIS) to calculate weather you can or cant
see an area.
The use of a hint brush is to splits these portals along every face of the brush that has the hint texture (textures/common/0_hint).
The map VIS process needs to test if the single area(that you stand in)
can/cant see every other area in the map.
This is why VIS takes a long time if the map was not created properly,
espicaly using cones/cylinders that are not made into a detail
brush.
Most of the time a portal area will be created as simple as can be,
usually to long, the longest portal you will find is 1024 units
This is because bsp automatically divides map along the X,Y axis
every 1024 units, it also makes tris (triangles) along these lines.
I have also noticed that if a lot of brushes have been made in
same direction, bsp will split the portals in those directions
You can view these default splits on 1024 in editor by setting filters(shortcut F) to show 'Blocks'.
Some times with a hint placement you will notice it made tris different,
its not designed to effect tris directly, this is because it changes
the map structure it will compile/optimize brushes in a different order.
Also note if a HINT brush is placed through a detail brush, it
will always split the face (make tris).
See the Q3Radiant setup guide.
Netradiant and Trenchbroom also support viewing the .prt files.
This is because the purple area(pic1) that the players are standing in can see the other purple area.
Skip texture will be discarded by the compile. So no splits will be made.
Although using a skip like this is pointless because its up against a 'solid' wall and will get discarded anyway.
You can see that the bin does not get rendered while standing at player#1 position.
You can see that the hint is placed on an angle, the principle is still the same, were the purple portals still cannot see 1 another but it allows player to move further towards the next room
This picture shows how effective my hint placement was, I can almost walk up to corner and its still not rendering thebin.
If there was a huge and detailed room after bin, then you understand how effective this will be on gameplay.
Entering the light blue area as seen in pic 7, player #3.
Note that the hint did not create triangle splits along the hint placement.
This is part of the bsp optimization process.
When you create hints like this, they should be a brush that takes up the blue area
Add this script to your autoexec.cfg so you can press the home button to toggle showing the triangles.
alias tris1 "gl_ext_multitexture 0; gl_showtris 1; vid_restart; bind home tris0"
alias tris0 "gl_ext_multitexture 1; gl_showtris 0; vid_restart; bind home tris1"
It stops the engine calulating what you can/cant see(vis) and sets the camera position to where the player is standing at time of entering the command.
Note: gl_lockpvs and gl_clear can only be used with single player (deathmatch 0)