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[Tutorial] Hinting

Posted: Wed Aug 17, 2011 8:13 pm
by xandaxs
The blue lines in these shots show the points that the hint brushes touch on the walls.
These would be the points I would place the clipper points, then just slice the hint plane out of a big brush.

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1, Place a hint face against the structural side of the building marked with blue; extend the hint to the next structural wall to the far left and right.
This will stop anyone who's standing on the paved part of the alleyway having to render the fenced off area (red ctf spawn) or anything outside thats further back.

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2, Run a hint face through the corners marked in blue and extent to the warehouse on the left and to the next structural wall on the right.
This will stop anyone standing by the pillars having to render anything past the left hand side of the hint plane in the fenced off area.</p>

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3, Similar to the previous. Run a hint from the corner of the building in the bottom-right of the picture, past the corner of the office building and to a structural wall at the far side of the supply yard.
Has a similar affect as the previous but is tighter and so causes more culling.

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4, Run a hint from the lift, use the corner I've highlighted, along side the sticky-out-bit and to the other side of the office.
This will stop anyone standing by the desks from rendering any further than the side of the lift.</p>

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5, Run a hint from the outer edge of the door frame past the right side of the archway, and to the structural wall.
This stops anyone standing by the desks from rendering the alley way with the pillars.

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6, Run a hint along the face of the building marked with blue, and extend from the fence to the structural hull at the far side of the map.
This stops anyone standing by the blue flag spot rendering the red spawn or the paved section near the pillars.

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7, Have a hint touch the structural corners of the two buildings marked with blue lines; extend the hint to the fence on the left and to the large doorway on the right.
This stops anyone in the red spawn/on the street near the zebra crossings from rendering the garden area.

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8, This ones just being picky. Have a hint touch the sides of the archways marked and extend it to the outer building wall and to the toilets.
Anyone hiding by the toilets doesn't render much at all.</p>
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The hint face needs to touch the corners of the walls I've marked out with blue lines; the hint should extend to the outer walls of the building in either direction. This hint stops anyone whose standing by the door in the lower right of the image from rendering anything by the wooden frame/toilets in the center of the image nor the office area; and vice-versa, hints work both ways. It also stops anyone standing by the door just above the centre of the image from rendering anything lower down, including the bin area and door in the lower right.

Have fun,
NulL

Re: [Tutorial] Hinting

Posted: Sun Jan 01, 2012 10:23 pm
by RedSnappa
So, hinting a more complicated map like Spacestation just involves doing these things ad nauseum?

Re: [Tutorial] Hinting

Posted: Sun Jan 01, 2012 10:30 pm
by xandaxs
there's no ore complicated or less complicated..

Re: [Tutorial] Hinting

Posted: Tue Jan 03, 2012 5:16 am
by RedSnappa
xandaxs wrote:there's no ore complicated or less complicated..

Spacestation (and other maps of mine) are more 3D in nature, so I have to think in the XZ- and YZ-planes as well, not just the XY-plane.

Re: [Tutorial] Hinting

Posted: Tue Jan 03, 2012 10:33 am
by johnnyenglish
Take a read of Mindriots hinting guide

Mindriots hinting tutorial, it might makes things clearer.