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How to use the HINT brush

Robert Engdahl (That Egir guy)

If you don't wanna know what HINT is, but just wanna use it you may skip to the before HINT section.

Index

Introduction

Counter-Strike creates boxes with precalculated information about everything which is visible from somewhere in those boxes. This information determines along with your viewing direction what is to be rendered, and thereby affects the r_speeds.

3d graffics consist of polygons. Polygons can be triangles, squares and so on. A crate has 6 faces and therefore will add 6 to wpoly. I do sugest you read the r_speeds - bsp tutorial if you would like to know more about what causes wpoly.

To see the r_speeds of your levels start Counter-Strike with the "-dev -console" parameter, run your map and write "r_speeds 1" in console. Something looking a litle like the image beneath would now apear.

100fps is how many Frames you have Pr Second. 2 ms is the delay your game is behind your moves, due to calculations and stuff. 218 wpoly is the count of non-entity polygons rendered. 988 epoly is the amount of entity polygons rendered: players, weapons and hostages.

What a mapper normaly wories about is the wpoly, and the Counter-Strike team sugests to keep those beneath 600 at all time.

The setup in my map example

This is a situation in an early state of my cs_airport. The map layout at this point looks like the image below.

The problem is that the canteen to the lower right is rendered when standing in the big hall in the center of the map.

Before HINT

Before I added HINT, I took a screenshot from the spot in the big room with the highest r_speed. The screenshot is shown below. Click to enlarge in a new window.

Before HINT, click to enlarge in a new window

The r_speeds are at this point at 274 wpoly, its not heigh, but if it could be reduced...

Adding the HINT brush

You need a .wad containing the HINT texture. One is located in zhlt.wad. Zhlt.wad comes with Zoners Compiler tools which I recomment you use. Goto "Tools", "Options" and then "Textures". Click "Add WAD" and browse to zhlt.wad, clik "Open" and "Ok". zhlt.wad is located where you installed Zoners Compiler Tools.

To make shure that the canteen has its own "Rendering Box" that is not breaking into an visible area from the main Hal I choose to create my HINT brush in the long room, as shown below.

I make the HINT brush fitting the room exactly to avoid VIS carving the walls any more than necessary.

This is how the HINT brush is looking from Valve Hammer Editor, seen from the big main hall.

After HINT

When recompiled I went to exactly the same spot as before, and took a screenshot, which is shown below.

After HINT - click to enlarge in a new window

The r_speeds wpoly now says 218. That is a reduction of 56 world polygons, nice!

Different methods

At the pressentation of this tutorial in the forums at countermap iggy made me realise that I forgot to mention the normal method to use the clip brush. So here I'll just scetch them both so you wont be limited by my guide. And a special thanks to iggy, for the feedback.

The Normal method

The Part of the room around the corner will not be rendered before you enter the hint area, marked with blue.

The drawback is that where the hint brush meets the wall, the wall will be clipped, making more polygons.

The filling the room method

This is the method that I used. Unless you can actually see the room, behind the clipped room, the room will not be rendered.

The real good thing about this is that no faces will be clipped and thereby no additional wpolys will be made.

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