is this due to the hint surfaceparm in "hint" and if so, will adding that to the skip shader break skip?
does the above mean that a skip face coinciding with a hint face will nullify the hint face?// ydnar: skip works like quake 2 hint: it doesn't generate bsp splits
// use on sides of hint brushes where you don't want bsp splits or portals
Obsidian will probably be able to help me with some filler info I've been trying to better understand the brushwork for hitting hints in open space area division...
IE, i have a large open area and am dividing it into 'hint rooms" so that pvs will calculate the vis areas from something like 52 cubic areas within one "outside room"
heres a pic:
afaik the skip tells the pvs not to split its volumed space/region?
if thus is true, how does the compiler handle hitting hint on one face of the skip region?
when some shaders are mixed on a brush they sometimes cause a shadered solid to go nonsolid...
but what about a fully hint textured brush... what does it do differently than the skip/hint combo?
im wondering because although the hinting is pretty tight already, the drawn spaces are minimal from almost every perspective, this editor filtering of hints irks me... makes me feel like i'm missing something thor..
and what about them top sky facing faces........should they get hint or skip?