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i there, it's me again, coming up with a tutorial about the use of hint-brushes to keep the r_speeds low and therefore boosting the fps-rate.
The method im showing here should be used catiously -> Using thismethod in small rooms will most probably even raise the r_speeds thenlower them! So use them wisly to controll your leave-splitting and dontexaggerate like control-freak hint-brushing every pillar and every rock
I've actually prepared quiet a lot of stuff, so just lets start off!
To get an idea of what a hint brush is there for, I'll show you some cruel pictures
-> [ image disabled ]
-> [ image disabled ]
So you see a ****ed up wireframe - the leafs are being split up in every direction and show no arrangement.
Hint-Brushs are there to prevent that. They can split up a face tocreate a new leaf. It's being used for VIS-Blocking and to get anarrangement where complex geometry slices a face.
Im gonna show you how to VIS-Block later, though it will be most probably even more interesting to most of you.
So, to get an arrangement you can use the following method:
(im just gonna link some pictures here that I'Ve prepared because they'd should very much be self-explaining:
->http://www.file-upload.net/member/view_2626_texturescattering.jpg.html
-> http://www.file-upload.net/member/view_2626_useOfHintTExtures.jpg.html
As you see im using a texture that is called "skip" and a texture thatis called "hint" - A hint brush has to be covered with the 'skip'texture and only gets the 'hint' texture on the site it's supposed tohit the floor (where a complex gemoetry hits a face).
When a Hint-Textured-Face hits a geometry it will slice it along it'sborders and will create a new leaf. So you can put a rectangular leafaround a complex geometry to prevent it's weird splitting up!
note: It's important that every face of the hintbrush that isnt used must have the 'skip' texture.
(thehint and skip texture can be found in the zhlt.wad - but you can alsocreate them yourself by naming a texture "skip" or "hint")
If you want to see it ingame you might wanna play my example map I prepared:
-> Click me!
(it's german - just look for the 'download-button')
An explanation of how to enable the wireframe in cs1.6 is being written in the hintbrush.txt that comes with the pack!
- So you see putting a hint-brush arround a complex geometry preventsuncontrolled texture splitting and might prevent texture shatteringwhat mustnt always be true (look at pillar in my map)
That's it for now. I'll extend this tutorial on VIS-Blocking asap!
greetz,Dalai
Hi there,
this is the second part of my tutorial on how to use hint-brushs!
This time I'll tell you about VIS-Blocking.
Visblocking means hiding gemoetry from the player's view by creating 'leafs' in order to speed up the fps!
A leaf is an area that is connected to another area. Areas are definedby the faces - which means that the white lines you'll see in mypictures, define the border of an area.
So let's start with a simple example:
-> [ image disabled ]
If there's no artificial leaf-splitting, so the engine will simply seeand render all areas because all areas are connected to each other,even though the player will never see all areas at the same time.
So let's have a look at what this picture might look like after usinghint-brushes. (the 'H' in this picture stands for "hint-brush"):
->[ image disabled ]
As you can see I used a triangular Hint-Brushs in order to help the engine know what I can see and what I cant see.
In this case we prevented the engine from rendering the red areas whichcould for example include lots of detail and stuff that make ther_speeds drop.
Again I prepared a whole example map:
-> Click me!
(it's german, just look for the 'download-button')
You'll need to enable wireframe - I explained how to enable it in the 'VIStutorial.txt' that comes with the file.
I rly hope this helped you! Please use it to improve your maps.
Remember: using hint-brushs wisely provides the ability to build muchmore details without getting lags and to get a more solvent overallgame play.
greetz, Dalai
[ 本帖最后由 Simen.sllove 于 2007-11-20 09:20 编辑 ] |
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