Why Oh Why

ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
edited August 2003 in Mapping Forum
<div class="IPBDescription">is it doing this.</div> Ive neva had this problem before. But hl is cutting my map up into so many pieces, increasing r_speeds a lot more than there should. See the floor in the bottom right, its one brush. Buts being cut into so much more.

Comments

  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Faces always get divided at least every 240 units, I don't think there's anything you can do about it.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    that just sux. I got r_speeds between 900-1000 at one angle in that room. And I can't get it down, i dont know what im to do .
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Exclude all software mode users by telling the compile tools to split every 256 units so you can align to grid wothout doubeling your w_polys <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
    Also remember the trick where you set off details one unit from the walls, floors. Sometimes the HINT texture can be used to help HLVIS find good spots to cut your level.
  • DubbilexDubbilex Chump Join Date: 2002-11-24 Member: 9799Members
    And since nobody else has said it yet, <i>excellent map </i><!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    Im not to familiar with hint brushes. If someone can really detail the usage, as in the pic I showed, great. Most tutorials for it are a lil to vague.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    well basically you add extra cuts with every hint texture. but if you do it right you cut out volumes that can see far less other volumes than without the cut so HLVIS can work much better. But I really can't tell you more than the tutorials. Just that: Use it like a line of sight. If a player keeps on one side of the HINT texture most of the time where he can't see around a corner you should try a HINT brush. Of course you must not leave any gap between the corner and the HINT texture or the effect is gone.

    I can't explain it well either. After all its just about line of sight, HLVIS and finally the visible faces.
    Use gl_wireframe 2 to see faces that are too much and could be made 'invisible' by a HINT texture at the right corner.
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