Advanced Portal and Hinting Optimization Tutorial

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
reyalp
Posts: 11
Joined: Sat Apr 30, 2005 7:23 pm

Post by reyalp »

Nice work obsidian :icon14:

Another thing I found useful, is to have two different hint shaders, one with surfaceparam hint, and one without.

This gives you finer control of how far your hints split (brushes with surfaceparam hint split before normal brushes). I call the one without surfaceparam hint 'subtlehint'. That, along with hintskip is included with the common shaders for ET in radiant 1.4
ydnar
Posts: 36
Joined: Fri Dec 15, 2000 8:00 am

Post by ydnar »

<pedant>Potentially Visible Set</pedant>
H.Reaper
Posts: 127
Joined: Sat Feb 02, 2002 8:00 am

Post by H.Reaper »

Thanks for the precision Ydnar =)
reyalp
Posts: 11
Joined: Sat Apr 30, 2005 7:23 pm

Post by reyalp »

Here's a quick example of the hint/subtlehint thing I mentioned:
http://www.worldwidegaming.org/modules. ... topic&t=30

The common shaders distributed with radiant have gone back and forth between including 'surfaceparam hint' in the common/hint shader. It is desireable to have both, so check how 'hint' is defined for your particular game before you go making another one.
JanineWickline
Posts: 1
Joined: Wed Mar 23, 2011 10:24 pm

Re: Advanced Portal and Hinting Optimization Tutorial

Post by JanineWickline »

Hey

Thanks for the precision. They are very helpful.
The whole tutorial is absolutely wonderful. I am looking forward to some more nice interesting discussions.
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Advanced Portal and Hinting Optimization Tutorial

Post by Silicone_Milk »

:olo:

wait...

:confused:

Six year bump? Crazy.
Dark Metal
Posts: 5496
Joined: Sun Feb 20, 2000 8:00 am

Re: Advanced Portal and Hinting Optimization Tutorial

Post by Dark Metal »

I'm not saying that's a bot, but it's pretty likely a bot.
[WYD]
Rav3n
Posts: 51
Joined: Sat Mar 12, 2011 7:50 pm

Re: Advanced Portal and Hinting Optimization Tutorial

Post by Rav3n »

Not necessarily, a good hinting tutorial is hard to find.
Obsidian you mind if i add it to my site?
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Advanced Portal and Hinting Optimization Tutorial

Post by obsidian »

Why? It's right here if anyone needs it. :shrug:
[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]
Rav3n
Posts: 51
Joined: Sat Mar 12, 2011 7:50 pm

Re: Advanced Portal and Hinting Optimization Tutorial

Post by Rav3n »

I like to collect info that is of some use, but if you don't want it to be redistributed in that way it's cool.
Mateos
Posts: 1
Joined: Tue Dec 06, 2011 10:53 am

Re: Advanced Portal and Hinting Optimization Tutorial

Post by Mateos »

Hello,

First, thanks for your tutorial :)

I'm replying to ask if you could replace the dead links of the tutorial with the Internet Archive ones? They're all on it :)

Thanks again, and sorry to bump just for this.

Edit: Maybe a PM would have been more accurate, sorry... Though I can ask which editor/version you used, I'm mapping under Gtk 1.4, and I find the 2D portal view with too big blue borders, since on you screenshots they're fine?
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Advanced Portal and Hinting Optimization Tutorial

Post by obsidian »

I'm using GtkRadiant 1.5.0.

I'll see if I can fix the links.
[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]
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