Hint trouble

Discussion in 'Mapping Questions & Discussion' started by 3DRyan, Aug 29, 2008.

  1. 3DRyan

    3DRyan L2: Junior Member

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    Hey everyone, I'm new here. I'm making a ctf map and I'm in the optimization stage of it. I'm having problems with using hint brushes. I know the theory general theory behind them, but there's one thing I don't understand. I guess an illustration of my problem will make it more clear. So in the pics attached, the different colors are visleafs and the black lines are brush geometry. It's a pretty simple setup. The image with the blue visleaf in it is how the game sets it up by default. The other is how I would like my visleafs to be. I know that inserting a hint will make visleafs conform to the "cut" that you have made, but what if there is no place to cut? The existing visleafs' boundaries are already occupying spaces where I would make the cut. So how can I tell the game to just have one visleaf like the green one in the way that I want it without it being split in two? I'm sorry if my explanation is hard to understand, but I don't know how to word it otherwise. Hopefully the pics help. Anyone know how to deal with this?
     
  2. Username

    Username L2: Junior Member

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    Okay, when you're in Hammer, do you see those reddish grid lines in the overhead view? vVis will ALWAYS cut visleafs along that line. This is most likely the reason it's cutting a perfectly open space. It's best to try and align your brushes with that line. If that's not the reason, then perhaps you have two different brushes making up one of the side walls? Even if they're flush with each other, if they have different materials, vvis will cut a line in between them. Those are the two most likely reasons. Good luck getting it working, mate.
     
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  3. 3DRyan

    3DRyan L2: Junior Member

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    Wow, that sucks. My map is not made with that in mind at all, but it makes perfect sense now. Thank you so much, that's exactly what I needed!

    Do people actually restrict their maps a lot based on this? Surely, there are spots where you just can't rework spacing to get the most optimum visleaf setup. Better yet, does Valve do this when making their maps? I'm just working on the basic layout of my level right now, so if I choose to rework it, now is the time i guess. I've optimized it in every other way. Making everything that is not seen nodraw, using funct. detail, portalling, etc. Any thoughts?

    Thanks again!
     
  4. VelvetFistIronGlove

    aa VelvetFistIronGlove

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    I would ask, why are you worrying about this? The fact that the same space is taken up by two visleaves instead of one is going to have a completely neglible impact on performance; both the graphs have identical visibility, in that you won't see the orange leaf from the purple one or vice-versa. I can understand being curious about it, and Username's given you the explanation; but it's probably not something that needs your attention.

    Edit: Ninja'd by your reply. As long as your layout is optimised to not draw parts of the map you can't see, then don't worry too much about this.
     
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    Last edited: Aug 29, 2008
  5. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Velvet is right, the only difference this would make would be to extend your compile time.

    Also, that is not the most optimum setup. you will want to add diagonal hints across those corners, if the spacing allows for it; that middle "bend" looks quite wide. Else, cut into the green visleaf at either end so that you are left with a square at the top and bottom. Otherwise, someone sat at the bottom of that green visleaf by the purple/green visportal is going to render the whole of orange area and beyond.

    Generally adding more visleafs improves game optimisation, but increases file size and compile time.

    Do you have ingame images you could show us? Use the command r_drawportals (with values 1 - 3) to see your visleafs ingame (along with sv_cheats 1 and developer 1), and get a screen capture for us if you want more detailed information specific to your case.



    What did you mean by "reddish grid lines" Username?
     
  6. FaTony

    FaTony Banned

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    *cough* ...and plan ur level with snapping on 512 grid...
     
  7. 3DRyan

    3DRyan L2: Junior Member

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    Alright, this all definitely cleared it up. I've got it working and the beta for the map should be done soon. Thanks to everyone for replying, I think I have more of a grip on this now, I'll let you all know when it's done, and I'll post pics and such.

    Thanks!
     
  8. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    That's good to hear, i did give a little more than what you asked for but i thought maybe i'd save you asking anyway.