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Hint blackout - SOLVED
Posted: Sun Jun 23, 2013 2:32 am
by RedSnappa
What causes blackout inside or near hint brushes, and how do I eliminate it? These pictures are examples:
These areas are well-lit when viewed from other perspectives.
Re: Hint blackout
Posted: Sun Jun 23, 2013 6:22 am
by johnnyenglish
hint should only be used on a single face of a brush, the face you want to split 2 areas, use skip on other faces.
Re: Hint blackout
Posted: Mon Jun 24, 2013 12:35 am
by RedSnappa
I put common/nodraw on the other faces because common/skip causes any face of another brush in contact with it not to render, creating the "hall of mirrors" error.
Re: Hint blackout
Posted: Mon Jun 24, 2013 3:55 am
by johnnyenglish
All I can do without examining your map is point you to this
How to use hintRead it and try the examples, it's worth also noting
Hints can't really do anything for a giant box with no visibility blocking of any sorts.
Re: Hint blackout
Posted: Mon Jun 24, 2013 8:08 pm
by RedSnappa
I know all of that. I am saying that "common/skip" does not work as advertised. When I try it, it caulks any face in contact with it, causing the "hall of mirrors" effect.
Re: Hint blackout
Posted: Mon Jun 24, 2013 9:20 pm
by JRandomNoob
Are you sure you have the skip shader at all? When I first tried it, I ran into an odd problem — a large horizontal hint (à la Casa) caused the map to be pitch black. Turned out that even though I could select skip in the Radiant texture menu, the actual shader was missing, resulting in skip-covered faces being rendered as the “shader not found” texture, which killed off the skybox… Had to google the shader and add it manually to common.shader (the file I found had antiportal too, also missing in my cobbled-together installation):
- Spoiler: show
- // ydnar: antiportal works like hint, but supresses portals
// add this to your common.shader file
textures/common/antiportal
{
qer_nocarve
qer_trans 0.30
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm structural
surfaceparm trans
surfaceparm noimpact
surfaceparm antiportal
}
// ydnar: skip works like quake 2 hint: it doesn't generate bsp splits
// use on sides of hint brushes where you don't want bsp splits or portals
// add this to your common.shader file
textures/common/skip
{
qer_nocarve
qer_trans 0.30
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm structural
surfaceparm trans
surfaceparm noimpact
surfaceparm skip
}
Re: Hint blackout
Posted: Mon Jun 24, 2013 11:15 pm
by RedSnappa
JRandomNoob wrote:Are you sure you have the skip shader at all? When I first tried it, I ran into an odd problem — a large horizontal hint (à la Casa) caused the map to be pitch black. Turned out that even though I could select skip in the Radiant texture menu, the actual shader was missing, resulting in skip-covered faces being rendered as the “shader not found” texture, which killed off the skybox… Had to google the shader and add it manually to common.shader (the file I found had antiportal too, also missing in my cobbled-together installation):
It seems that I do not have a common.shader file at all. I have gotten by fine without it until now.
Re: Hint blackout
Posted: Tue Jun 25, 2013 3:03 am
by johnnyenglish
I usually use my own skip shader, change this to suit your mapname
textures/cmm_hollywood_a/skip
{
qer_editorimage textures/skip.tga
qer_nocarve
qer_trans 0.30
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm structural
surfaceparm trans
surfaceparm noimpact
surfaceparm skip
}
Re: Hint blackout
Posted: Tue Jun 25, 2013 4:12 am
by RedSnappa
I found a common.shader file and added antiportal and skip to it. I'll see if it works.
Re: Hint blackout
Posted: Tue Jun 25, 2013 4:16 pm
by RedSnappa
It looks like my hint and skip problems are solved. Thanks everyone.