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Introduction
This is a short
article comparing the use of pyramid shaped hint brushes (5 faces) versus
box shaped brushes (6-faces). It is not a tutorial on HINT brushes,
but rather a supplement to any of the HINT brush tutorials that are out
there already. If you don't know what a HINT brush is yet, then I suggest
you go read a HINT brush tutorial first. The test map is the same one used
in the article on
HINT brushes by
Andy of
TWHL, so you should check out that article first, as images
and statistics from it are referenced, but not duplicated.
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(pir׳ə
mid)
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Saving Face (Pyramid VS Box)
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The Many Faces of Evil
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Now You See It...Now You
Don't
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(pir׳ə
mid) Geom. A solid having a polygonal base, and
triangular sides that meet in a point.
A pyramid HINT
brush, as defined by me, is a 5-sided brush, with a rectangular base and
four triangular sides. The HINT texture
is placed on the base of the pyramid, and the other four sides are covered
with the SKIP texture.  There are many ways
you can end up with a pyramid shaped brush in Hammer, but I prefer to
start with a regular box brush. Then, simply choose any one of the six
faces, and merge all four vertices of that face. Another option
would be to use the Spike primitive, with four faces, then rotate it so
the rectangular base aligns with the grid axes. The
logic behind this shape, as opposed to a 6-sided box, is that only
the four edges of the HINT face touch and split other brushes. The
edges of all of the SKIP faces slope away from any other brushes, and
thereby do not cause any splits. Additionally, pyramid HINT brushes
are best used in pairs, with the HINT faces of two brushes meeting up
exactly at a corner, and forming a slight angle towards the corner. This
slight angle ensures that the pair of portals, created at the HINT faces
during BSP, will not be able to
see each other during VIS, and hence, the areas beyond the portals
will not be visible to each other. Here's a top view of the test map,
with all the pyramid HINT brushes in place:
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Saving Face (Pyramid VS Box)
This picture shows the original
hint10.rmf, but with the four box HINT brushes replaced with 10 pyramid
HINT brushes. Even though there are an additional 6 HINT faces splitting
the up the level, there is a net wpoly drop of 52 faces (343-291=52).

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The Many Faces of Evil
When using box style HINT brushes, one of the problems is that even though
the SKIP faces aren't rendered, they still cut up your map like Anakin vs.
the Sand People...not a pretty sight. But the pyramid design allows you to
precisely place a pair of HINT brushes on the exact edge of the corner and
only creates six splits for the pair, one for each edge of the HINT faces
minus the edges that match up with the corner. A box brush on the other
hand, has 8 edges, and if you're VERY careful will only cause 8 splits,
but more typically will cause 12 or more splits when cutting through a
corner, which equates to about 4 to 6+ additional faces per HINT brush. If you're HINTing a large level, those extra
faces will add up
mighty fast. Here we see box brushes in action:

Look at all those pointless, skinny little faces, gobbling
up precious wpolies!
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Now you see it...

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...now you don't!
This pair of pictures
illustrates the Line-of-sight concept of placing HINT brushes diagonally
across corners,
which not only guarantees that what's on the other side of the HINT won't
be rendered, but also allows the mapper more flexibility in specifying
what will get rendered when the corner is approached from either
direction. But this time, the pictures show pyramid brushes in action. Notice, that
the floor and ceiling are only split once where the edge of the HINT face
touches it. Also notice that the corner is not split at all, due to the
precise placement of the pyramid brushes. Compare to the
picture with box brushes above.

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Another now-you-see-it...

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...now-you-don't example.

NOTE: The original hint10.rmf had all of the detail brushes grouped into
two func_walls, which made them visible across the whole map. In the
above four pictures, I separated the detail brushes into 7 separate
func_walls, one for each section of the map created by the HINT brushes.
This was to better illustrate that everything beyond the HINT brush
isn't rendered.
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Conclusion
There's really no single best method for using HINT brushes. The shape
and placement of a HINT brush will largely depend on the layout and
design of your map. But for standard corridor style maps, I think it's
safe to say that the best placement is diagonally at inside corners, and
the best shape to use is a pyramid.
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Download the test map:

ng_hint10.zip(19k) |