Hint brushes page two
Let's start with a simple map. This one will
have many boxy rooms with different ways to connect them,
along with different ways to use hint brushes to control potentially visible set (PVS).
In this shot there are two rooms with a
simple L shaped hallway.
Notice that the corner of the hall should block visibility
between the two rooms. Also notice that when I built
this simple map I had view blocks on, remember Q3map cuts
up the map starting with the blocks. The blue lines of the
blocks will have portals on there surface of the
leaf-nodes that they create.

With good planning you can control the
leaf-nodes like this. Because the rooms are built inside
the blocks there will be just one leaf node for every structural
brush. Thus the rooms won't be drawn in the
game from the other rooms. In this case, the rooms are just
three stacked leaf nodes (there is three brushes making up
the walls) and the portal (from that
leaf node) that is facing the doorways from both rooms
can't see each other because they are blocked by the
corner of the hall.

In the shot below (using the \r_showtris 1
command) the engine isn't
drawing the other room because of this.

The same doorway using the \r_lockpvs 1
command that was entered in the console from the same spot
as the pic that I took with the \r_showtris 1 command.

Notice that with the \r_lockpvs 1 command all the leaf
nodes that can't be seen are not drawn and will look like
the void.
This command can be very helpful in figuring out
what your PVS is for any spot of your map.
Even though you can't see anything in the other room notice
how the doorway is being drawn and it too is blocked by the
inside corner.

And in this shot you can see that both rooms are being
drawn when you stand in this spot in the hallway.
Let's load up the map. I did a full compile
with the save .prt option in the vis stage.
This way I could load the portal viewer (it's under the
plug-ins tab). Then load portal viewer in 3d view.
Without hint brushes this is how this hallway looked.

Notice the portal in the middle of the
hall. This explains why that room was drawn from the hall.
Because that portal could see the portals from the door
and the room, it drew all the brushes in those leaf
nodes - in this case, the room that we shouldn't see.
So what to do? I know, let's add a couple
hint brushes to control the portals on new leaf nodes so
we can't see those other leaf-nodes. Note: you make hint brushes from the common/hint texture.
Like this:

Because the portals that are created by the
angled face of the hint brushes can't see each other,
the leaf-nodes that the hint brushes create
can't see each other. And now the doorways won't be drawn
when you stand in one of those leaf-nodes. Like this.

And the doorways won't be draw when you are looking into
the hallway also. Cool, huh?

There are also other ways to get the same
result. You could place a hint brush like this. (Note in
this example it doesn't matter what way it's done as the
number of leaf nodes and portals will be the same)

This is how the hint brushes from both
examples effects the
portals. Here is a screenshot of the portal viewer again.

Notice the original portal is still there. All we have done is added
two new portal
surfaces that can't see each other (the angled ones that
is).
Now there is another way to do this but this one would
make one more portal in the hall that isn't needed.
In this bad example of a hint brush do you know were the
extra portal will be?

Ok I will show ya the extra portal.

That's right two angled portals.
Is this starting to make sense yet?
Let's go to the next page and try another example.
Hint Brushes page 3
Note the hints in id's example maps don't make sense
to me. If they do to anybody reading this, please write me
and tell me why they put them were they did. My email is
at the bottom of every page.
Useful short cuts and tips for hint
brush placement.
ctrl+h to toggle hints on and off
ctrl+d to toggle detail brushes of and on
ctrl+p to toggle meshes off and on
ctrl+m to make a selected brush detail
shift+ctrl+s to make a selected brush structural
shift+left mouse click to select multiple brushes
Grab a front end compiler like Q3Map
Explorer or
Q3Build
this will make it easy to load the map with different
options, also compile options.
Smallpileofgibs handy hint_maps
zip examples of hint brush placements.
If you don't want to use a front end
compiler use a command like this for the vis stage
C:\Program Files\Quake III Arena\Tools\q3map.exe" -vis
-saveprt -threads 1 "C:\Program Files\Quake III Arena\baseq3\maps\fpshint1b.bsp" >>C:\WINDOWS\TEMP\fpshint1b.cvis
Change the paths to what- ever folders you use and map
name.
Check this link
to John 'Anwulf' Hutton's site if you still need help on
this.
Load your map after a full vis also use the save .prt
option compile with the cheats on by typing in the console
\devmap yourmapname
To view (PVS) in the game, first load the map with cheats
on (\devmap mapname), next in the console type \r_lockpvs
1
With the pvs locked the game engine will only draw the
part of the map that it can see (PVS) from were you typed
in the command. The same command but with a 0 (zero)
unlocks the (PVS).
To view the brush cuts and also what the
engine sees in the console with the map already loaded
with cheats on type \r_showtris 1 same but with a 0 to
turn off.
Load up you map in Q3Radiant now go to
plugins and then portal viewer then load .prt file you can
view the portals in both the 2d and 3d windows. This won't
work if you didn't compile the map with a full vis and the
option save .prt
