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SOF2 Mapping
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Hint Brushes
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The proper use of hint brushes to optimize your map.
Hint Brushes, by gynec

Thanks to gynec for the work put into this tutorial.

1. Make a room and connect it with another o­ne. Put in the first room an 'info_player_deathmatch'.

2. Now make a brush which makes the second room closed. Select the brush, type 's' and write the texture path (tools/_hint). This will create a hint portal (An area with no holes. Imagine if there would be liquid in this room, it must not run out).

3. Compile your map in FullVis.

4. After compile make sure there are no leaks in your map. With leaks hint-portals are not working. In menu bar choose 'Pointfile' and under Misc 'Next leak spot'. Eliminate all leaks! In the junk.txt you should not find any leak. Compile again. A .prt-file is created when you compile.

5. Finally start the sof2mpdev.exe in the SDK.
Or if you are using Gtkradiant copy the sof2mpdev.exe to your sof2 directory and run it.
Type in the console:
/developer 1
/devmap mapname
/r_showtris 1

now you can see that the second room is apearing when you get closer to it.

tip: You can also let big hint blocks create your portals. what you want to have in a hint portal should be included in a hint block (for example a room). thats much easier and cleaner than the thin brushes method.

if you are using q3map2 and q3map2toolz you can check -debugportals (Puts the portals as coloured translucent polygons). then you can see the portals ingame.

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