Hint blackout - SOLVED

Brushwork, patches and other issues
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RedSnappa
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Hint blackout - SOLVED

Post by RedSnappa »

What causes blackout inside or near hint brushes, and how do I eliminate it? These pictures are examples:
shot0040.jpg

shot0041.jpg

These areas are well-lit when viewed from other perspectives.
Last edited by RedSnappa on Sat Feb 22, 2014 10:24 pm, edited 1 time in total.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
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johnnyenglish
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Re: Hint blackout

Post by johnnyenglish »

hint should only be used on a single face of a brush, the face you want to split 2 areas, use skip on other faces.

RedSnappa
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Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Hint blackout

Post by RedSnappa »

I put common/nodraw on the other faces because common/skip causes any face of another brush in contact with it not to render, creating the "hall of mirrors" error.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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johnnyenglish
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Re: Hint blackout

Post by johnnyenglish »

All I can do without examining your map is point you to this

How to use hint

Read it and try the examples, it's worth also noting Hints can't really do anything for a giant box with no visibility blocking of any sorts.

RedSnappa
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Location: North Carolina (USA)

Re: Hint blackout

Post by RedSnappa »

johnnyenglish wrote:All I can do without examining your map is point you to this

How to use hint

Read it and try the examples, it's worth also noting Hints can't really do anything for a giant box with no visibility blocking of any sorts.


I know all of that. I am saying that "common/skip" does not work as advertised. When I try it, it caulks any face in contact with it, causing the "hall of mirrors" effect.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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JRandomNoob
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Re: Hint blackout

Post by JRandomNoob »

Are you sure you have the skip shader at all? When I first tried it, I ran into an odd problem — a large horizontal hint (à la Casa) caused the map to be pitch black. Turned out that even though I could select skip in the Radiant texture menu, the actual shader was missing, resulting in skip-covered faces being rendered as the “shader not found” texture, which killed off the skybox… Had to google the shader and add it manually to common.shader (the file I found had antiportal too, also missing in my cobbled-together installation):

Spoiler: show
// ydnar: antiportal works like hint, but supresses portals
// add this to your common.shader file
textures/common/antiportal
{
qer_nocarve
qer_trans 0.30
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm structural
surfaceparm trans
surfaceparm noimpact
surfaceparm antiportal
}

// 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
// add this to your common.shader file
textures/common/skip
{
qer_nocarve
qer_trans 0.30
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm structural
surfaceparm trans
surfaceparm noimpact
surfaceparm skip
}

RedSnappa
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Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Hint blackout

Post by RedSnappa »

JRandomNoob wrote:Are you sure you have the skip shader at all? When I first tried it, I ran into an odd problem — a large horizontal hint (à la Casa) caused the map to be pitch black. Turned out that even though I could select skip in the Radiant texture menu, the actual shader was missing, resulting in skip-covered faces being rendered as the “shader not found” texture, which killed off the skybox… Had to google the shader and add it manually to common.shader (the file I found had antiportal too, also missing in my cobbled-together installation):

It seems that I do not have a common.shader file at all. I have gotten by fine without it until now.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
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johnnyenglish
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Re: Hint blackout

Post by johnnyenglish »

I usually use my own skip shader, change this to suit your mapname

textures/cmm_hollywood_a/skip
{
qer_editorimage textures/skip.tga
qer_nocarve
qer_trans 0.30
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm structural
surfaceparm trans
surfaceparm noimpact
surfaceparm skip
}

RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Hint blackout

Post by RedSnappa »

I found a common.shader file and added antiportal and skip to it. I'll see if it works.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: Hint blackout

Post by RedSnappa »

It looks like my hint and skip problems are solved. Thanks everyone.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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