Quick question about hints.

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Quick question about hints.

Post by bork[e] »

Wich way is better?

[lvlshot]http://www.members.cox.net/borke/hints.jpg[/lvlshot]

Was reading a article over at map-center and the lower example is how the guy makes his hints, the top example is how I thought they where made. The guy also says it's better to use it like the below..but I'm just wondering if there is in fact a difference in the two.

tia.
Fjoggs
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Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

Eh, the top doesnt work at all.
Here's how it should be:

Image
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

haha, I knew that. :( I always turn it the wrong way though...

So the bottom, you would say isn't any better than the way you do it?
Fjoggs
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Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

Hmm, I don't understand why he didn't make the portal the same angle, if it was, the top and the bottom choice doesn't make any difference.
obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
StormShadow
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Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

depends on who 'the guy' who wrote the article is :D

Ive always understood that Fjoggs method was the generally accepted method for hinting. However, given my understanding of hints, I can totally see the other method working as well.

obsidian's article looks good too. Thank god for a hinting tutorial that doesnt focus on a 90-degree-angle hallway :)
obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

The first example won't work at all. Nothing will be culled. In the second example, it will work, but it's a less than optimal method that will generate (I think) 4 extra portals that are redundant. Compile and view it with the portal viewer to see what I mean.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Kammesennin
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Post by Kammesennin »

i know this is a bit of a n00bish question but, what are the hint and skip textures in the screenshot for? I know they won't really show up in-game no matter what, i'm just interested in the functions.
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Survivor
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Post by Survivor »

Kammesennin wrote:i know this is a bit of a n00bish question but, what are the hint and skip textures in the screenshot for? I know they won't really show up in-game no matter what, i'm just interested in the functions.
obsidian wrote:Recent tutorial
Kammesennin
Posts: 277
Joined: Sun Jun 19, 2005 4:22 am

Post by Kammesennin »

Survivor wrote:
Kammesennin wrote:i know this is a bit of a n00bish question but, what are the hint and skip textures in the screenshot for? I know they won't really show up in-game no matter what, i'm just interested in the functions.
obsidian wrote:Recent tutorial
heh... didn't see it was linked, lol. I gotta hover over words more often with my mouse in this forum, for some reason the links look just like the normal words here.
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