Do Hint Brushes Work For Comm

36th_Sin36th_Sin Join Date: 2003-04-07 Member: 15302Members
im new to NS mapping but not mapping, note first post by me.

i was wondering if hint brushs would effect the comm. to a normal player they lower r speed but cause of the way the comm sees things wouldnt it cause the hint brushs to increase r speeds and slow the comm donw.

i havent tested this yet cause im not that far with my map yet. only got a MS and 3 three rooms with nodes in them so far.

but i was just wondering cause i know the comm should not have more then 1000 r speed and this will be hard if i use hint brushs worng and increase his will lowering the ground troops and giving the aliens help by making the rines comm slow.

for all i know i could be worng and it dont effect the comm.

Comments

  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Hint brushes don't have an effect when in the commander view, since all VIS data is discarded, unfortunately :-/
  • 36th_Sin36th_Sin Join Date: 2003-04-07 Member: 15302Members
    well thats good and bad. i was hoping there was a away to use it to help the comm. but now i dont have to worry about the hints to help the normal player messing up the comm r speed.
  • JedediahJedediah Join Date: 2003-01-27 Member: 12847Members
    Hint brushes will have some effect on commander poly counts because they affect the way polys are broken up. If you are using HINTs to prevent detail brushes from splitting polys, this will benefit comm the view. If you are using it to fix vis errors, it probably won't make a difference one way or the other.
  • alien1alien1 Join Date: 2003-03-18 Member: 14662Members
    The main way to limit polys in comm view is...
    the hl engine takes the potential visible set for whereever you are .. (the commanders view is usually in the void so potentially visible probably = everything <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> )
    Then it renders only wat is in your fov (field of view) theres a more technical name for this... fulcrum maybe?
    Anyway reducing commander height would reduce the area he can see at any one time and so reduce polys.
    There is a balance to be struck between polycount and viewable area in commander view, also according to some ns guides up to 1000 poly is acceptable for comm view
  • gagglegaggle Join Date: 2002-12-11 Member: 10568Members
    Yep, "View Frustum", a volume projected from the camera onto the scene, anything outside it is discarded outright, never even sent to the videocard. I belive. It's a standard 3d engine thing apparently.

    And thank God for that, or the no-vis'ing idea the commander has would never have flown <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • leifbjleifbj Join Date: 2003-03-20 Member: 14733Members
    What you could do to reduce r_speeds for comms would be to have details tied to func_seethrough entities and render them invisible to the commander. For example, light fixtures don't need to be seen by the comm.
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