Compilation errors
Quote from msleeper on May 31, 2008, 8:42 pmWhile yes, areaportals do increase the number of visleaves that are created, that's not their purpose. They are used to enable or disable the rendering of sections of a map. Perfect example is in HL2, in the train station right before you open the doors to see the citadel. Turn on developer drawing of all brushes and you will see NOTHING rendered outside - until you open the door, when all of the outdoor area is suddenly switched on.
While yes, areaportals do increase the number of visleaves that are created, that's not their purpose. They are used to enable or disable the rendering of sections of a map. Perfect example is in HL2, in the train station right before you open the doors to see the citadel. Turn on developer drawing of all brushes and you will see NOTHING rendered outside - until you open the door, when all of the outdoor area is suddenly switched on.
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Quote from Megadude on May 31, 2008, 8:49 pmNameless wrote:could someone write a wiki tutorial on our wiki to help demonstrate when, where and how to set up hint, skip and area portal brushes?the valve wiki gives some information on setting them up but I still have no idea how to make the most use out of them, for area portals should i create triggers to toggle them? or just leave them alone?
The Valve Wiki gives a huge amount of info on hint and skip brushes and areaportals. That's all there is to know on the subject. Just follow the info and use a bit of trial and error to get what works the besy for your particular map.
the valve wiki gives some information on setting them up but I still have no idea how to make the most use out of them, for area portals should i create triggers to toggle them? or just leave them alone?
The Valve Wiki gives a huge amount of info on hint and skip brushes and areaportals. That's all there is to know on the subject. Just follow the info and use a bit of trial and error to get what works the besy for your particular map.
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Quote from MrTwoVideoCards on May 31, 2008, 10:19 pmRemmiz wrote:You are both wrong.http://developer.valvesoftware.com/wiki ... pile_Times
hint/skip is used to split visleafs - which control what is rendered based on your location in them. hint/skip also increases complile time if used to reduce the amount of visleafs (like in a rounded room or something with complex brush work)
areaportals are like hint/skip but can be turned on and off during map run. they act as a doorway, hiding anything behind it if turned on.
both can increase performance during compiling and during run time, if used properly.
IT never increases Compile time, you must be doing it wrong, as it lowers compile time. Due to the Less VisLeafs. Secondly, an always open Portal is better than a closed Portal. Why? It only renders what's in the players view cone. IMO areaportals are the new Hint/skip. However, they are part of their own lump, and therefore are limited by the amount in a single view, and the bsp initial size for them.
http://developer.valvesoftware.com/wiki ... pile_Times
hint/skip is used to split visleafs - which control what is rendered based on your location in them. hint/skip also increases complile time if used to reduce the amount of visleafs (like in a rounded room or something with complex brush work)
areaportals are like hint/skip but can be turned on and off during map run. they act as a doorway, hiding anything behind it if turned on.
both can increase performance during compiling and during run time, if used properly.
IT never increases Compile time, you must be doing it wrong, as it lowers compile time. Due to the Less VisLeafs. Secondly, an always open Portal is better than a closed Portal. Why? It only renders what's in the players view cone. IMO areaportals are the new Hint/skip. However, they are part of their own lump, and therefore are limited by the amount in a single view, and the bsp initial size for them.
Quote from MrTwoVideoCards on May 31, 2008, 10:22 pmNameless wrote:could someone write a wiki tutorial on our wiki to help demonstrate when, where and how to set up hint, skip and area portal brushes?the valve wiki gives some information on setting them up but I still have no idea how to make the most use out of them, for area portals should i create triggers to toggle them? or just leave them alone?
Sorry for the second post, but Look at it this way, a square room, makes a square Visleaf, place a hint, and now you most likely have Two, Visleafs. Try doing this, and then running glView.
the valve wiki gives some information on setting them up but I still have no idea how to make the most use out of them, for area portals should i create triggers to toggle them? or just leave them alone?
Sorry for the second post, but Look at it this way, a square room, makes a square Visleaf, place a hint, and now you most likely have Two, Visleafs. Try doing this, and then running glView.
Quote from Remmiz on May 31, 2008, 10:48 pmMrTwoVideoCards wrote:IT never increases Compile time, you must be doing it wrong, as it lowers compile time. Due to the Less VisLeafs. Secondly, an always open Portal is better than a closed Portal. Why? It only renders what's in the players view cone. IMO areaportals are the new Hint/skip. However, they are part of their own lump, and therefore are limited by the amount in a single view, and the bsp initial size for them.I mean decrease, my bad. areaportals have their limited uses and are no better than hint/skip in situations. Each has their own use. Regarding Portal, hint/skips are most likely going to be used a lot more than areaportals as most levels are rooms connected to rooms which is best suited for hints and controlling visleafs.
I mean decrease, my bad. areaportals have their limited uses and are no better than hint/skip in situations. Each has their own use. Regarding Portal, hint/skips are most likely going to be used a lot more than areaportals as most levels are rooms connected to rooms which is best suited for hints and controlling visleafs.
Quote from taco on May 31, 2008, 11:44 pmUnless of course you a cutting up rectangular vis leaves using angled hint brushes, then you will be increasing your compile time.
Unless of course you a cutting up rectangular vis leaves using angled hint brushes, then you will be increasing your compile time.
Quote from msleeper on June 1, 2008, 12:20 amNameless wrote:could someone write a wiki tutorial on our wiki to help demonstrate when, where and how to set up hint, skip and area portal brushes?No. Our wiki is for Portal-specific mapping techniques, hints and areaportals are not Portal-specific, something like this belongs on the Valve wiki or another user site such as Interlopers.
Remmiz wrote:I mean decrease, my bad. areaportals have their limited uses and are no better than hint/skip in situations. Each has their own use. Regarding Portal, hint/skips are most likely going to be used a lot more than areaportals as most levels are rooms connected to rooms which is best suited for hints and controlling visleafs.Remmiz, you are completely wrong about this. Yes, areaportals do have the byproduct of cutting up visleaves, but that is by no means their purpose or reason to exist! It's a side effect, not the reason to use them! You use them to forcibly control rendering, hint brushes allow you to forcibly control the VVIS process.
I hope you see the huge difference there!
No. Our wiki is for Portal-specific mapping techniques, hints and areaportals are not Portal-specific, something like this belongs on the Valve wiki or another user site such as Interlopers.
Remmiz, you are completely wrong about this. Yes, areaportals do have the byproduct of cutting up visleaves, but that is by no means their purpose or reason to exist! It's a side effect, not the reason to use them! You use them to forcibly control rendering, hint brushes allow you to forcibly control the VVIS process.
I hope you see the huge difference there!
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Quote from Remmiz on June 1, 2008, 1:17 ammsleeper wrote:Remmiz, you are completely wrong about this. Yes, areaportals do have the byproduct of cutting up visleaves, but that is by no means their purpose or reason to exist! It's a side effect, not the reason to use them! You use them to forcibly control rendering, hint brushes allow you to forcibly control the VVIS process.I hope you see the huge difference there!
...did you even read my first post?
Quote:areaportals are like hint/skip but can be turned on and off during map run. they act as a doorway, hiding anything behind it if turned on.
I hope you see the huge difference there!
...did you even read my first post?
Quote from msleeper on June 1, 2008, 2:55 amYes I did, it's just the fact that you refer to them "like hint brushes but". They're not at all like hint brushes, they just happen to have a side effect that produces similar results.
Yes I did, it's just the fact that you refer to them "like hint brushes but". They're not at all like hint brushes, they just happen to have a side effect that produces similar results.
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Quote from Remmiz on June 1, 2008, 2:31 pmOkay, let me clear this up for you.
Hint/Skip brushes - split visleaf at thier location. It's the only thing they do.
Areaportals - split visleaf at their location and can also be turned on/off to hide everything behind them.Appears to me that areaportals do everything a hint/skip brush does along with extras. That makes them pretty alike in my opinion.
Okay, let me clear this up for you.
Hint/Skip brushes - split visleaf at thier location. It's the only thing they do.
Areaportals - split visleaf at their location and can also be turned on/off to hide everything behind them.
Appears to me that areaportals do everything a hint/skip brush does along with extras. That makes them pretty alike in my opinion.