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  4. Quake 3 15th Anniversary Contest

On the Verge by Petr "HurracioDurrski" Švenda

  • HurracioDurrski
  • October 17, 2014 at 7:42 AM
  • HurracioDurrski
    • October 17, 2014 at 7:42 AM
    • #1

    Hi,


    i want to participate


    currently deciding on layout and desing so i will post some screens later

  • HurracioDurrski
    • October 21, 2014 at 2:38 PM
    • #2

    so i finally started working on my map, have this little piece so far


    [Blocked Image: http://i.imgur.com/uxj9SDx.jpg]


    [Blocked Image: http://i.imgur.com/C5rKm7j.jpg]


    [Blocked Image: http://i.imgur.com/OUViVRz.jpg]

  • Sprony
    • October 22, 2014 at 11:21 AM
    • #3

    Is that patch work for the vaulted ceilings or did you import it as a model?

  • HurracioDurrski
    • October 22, 2014 at 12:43 PM
    • #4
    Quote from SpronyvanJohnson

    Is that patch work for the vaulted ceilings or did you import it as a model?


    its patches, i always did everything right in the radiant.


    i recently started learning blender, and importing game assets to unreal engine and mostly had problems with unwrapping, baking, lightmaps etc. and what experienced people model for 30-60 minutes im making whole day . i dont have really much time to learn this for quake 3.

    i had some design that will be better or need model making but i probably pass it and try to do everything in radiant. hope i finish the map in time and somehow optimized.

  • HurracioDurrski
    • October 23, 2014 at 7:33 PM
    • #5

    some progress, not sure if i should keep that stairs.
    also anybody know how much curved surfaces have hit on performance ? i dont want to end with low fps...


  • Hipshot
    • October 23, 2014 at 10:10 PM
    • #6

    Make sure you stay around 40k tris, then it won't matter how many patches you use.


    Or well, don't use too many =) But the imit is pretty high I think, I never had any issues with using plenty of them.

  • 1nfern0
    • October 24, 2014 at 1:10 PM
    • #7

    I did a test with ~90k tris and my fps dropped from constant 90 to 82, if I turn arround very fast. And I dont have a monster pc.

    Just make sure to increase the hunkmegs, or q3 crashes while loading.


    Nice gothic architecture

  • HurracioDurrski
    • October 24, 2014 at 6:05 PM
    • #8

    thanks guys, by the way isnt hunkmegs set higher in console? other people would need to increase it too and that doesnt much ok i think.


    I have old computer, but its builded good so it runs new AAA games, and laptop that has very bad gfx and cant even run quake live on 125fps with picmip settings or Rune (UT99 engine i think), so i will test on it too.


    iam also using lot of that stonewall and rust texture combination in my gothic maps but it isnt exactly polycount friendly

  • HurracioDurrski
    • October 25, 2014 at 4:19 AM
    • #9

    OK noob question, where can i get polycount for my map after rendering a cant find it anywhere

  • Sprony
    • October 25, 2014 at 8:03 AM
    • #10
    Quote from HurracioDurrski

    OK noob question, where can i get polycount for my map after rendering a cant find it anywhere


    /r_showtris, this draws the level as polygons being rendered by Q3. /r_speeds, this shows a readout of the number of polygons being rendered. /r_lockpvs, this culls areas of the map outside the leaf node that you occupy at the time of enabling.

  • Hipshot
    • October 25, 2014 at 12:15 PM
    • #11

    r_clear and r_lightmap are also useful commands, sometimes r_fastsky is nice too.

  • HurracioDurrski
    • October 25, 2014 at 1:13 PM
    • #12

    thanks, well it shows i have average of 15k leafs and vertices but triangles are 0.00

    or i should divide verts by 3 ?


  • Hipshot
    • October 25, 2014 at 4:16 PM
    • #13

    Ok, like this:


    NNN/NNN TRIS


    First numbers are triangles in a single pass (like with basic textures as base_wall/concrete_dark), this is your raw triangle count.


    Second numbers are triangles i several passes (when you have textures with several stages to them, like ctf/killblockctf_b, which has 4 additional stages inside the shader, because it's rotating and shit)


    You should know that everything you see on the screen adds to these numbers, not just the level, you can directly deduct ~800-1000 tris, if you display your weapon, hud and the r_speeds numbers themselves that are something around ~400 tris. A letter/number is 2 triangles so.

  • HurracioDurrski
    • October 25, 2014 at 4:39 PM
    • #14

    oh i see, thanks


    damn so i have already 15k tris


    also finished my stairs, its a goddamn mess


  • Hipshot
    • October 25, 2014 at 4:52 PM
    • #15

    You should know that patches adds a lot of (dynamic cause of LOD) triangles, even if this can be modified through console commands in game, you really should treat your tri-count as if everyone were running on max settings and no special console commands or whatever.

  • HurracioDurrski
    • October 25, 2014 at 5:23 PM
    • #16
    Quote from Hipshot

    You should know that patches adds a lot of (dynamic cause of LOD) triangles, even if this can be modified through console commands in game, you really should treat your tri-count as if everyone were running on max settings and no special console commands or whatever.


    control points for stairs alone are on grid, i can convert them to brushes, but texture aligment would be probably hell idk.


    also, there should be same stairs on right side, but destroyed and i need some destroyed pillars too, and when i rotate these brushes and then moved it they all deform and unalign.

    so its another patches or i think ill just go learning how to make models for quake in blender where i can reduce polycount by quite big number i think (baked from highpoly to lowpoly).

  • Sprony
    • October 25, 2014 at 8:31 PM
    • #17

    Your main concern will probably be sparklies.


    Quote

    For brushes, a convex polygon is defined for the area of each visible brush-face that touches one or more Convex Leaf Nodes. Brush-faces with surfaceParm nodraw are ignored. Extra vertices on are created on the edges of each polygon where other polygon vertices meet the edge and create a T-junction. The extra vertices 'fix' the T-junction by turning it into a point where three polygon edges meet. If a vertex lies on an edge that cannot be split, there will be a tiny crack in the hull of the map (along the edge that cannot be split). These tiny cracks are known as "sparklies", because of the way they look when a bright surface is drawn behind the crack and 'sparkles' through it. Finally, each polygon is divided into triangles and stored as an OpenGL primitive called a Triangle-Strip, or as a Triangle-Fan in some cases.Patch Surfaces are treated as a collection of points during the BSP compile, and are turned into Triangle-Strips when the map is loaded. For this reason, T-junctions involving Patch-surfaces cannot be fixed automatically.

  • HurracioDurrski
    • November 8, 2014 at 5:38 AM
    • #18

    map reset it would be too much detail in one view, so i started working on new layout



    original idea was ruins of some evil temple / cathedral floating parts in space.


    something like this:



    cant decide now if i should keep normal layout or break it

    i will probably start experimenting with it when i finish this center room so i have the proportions right.

  • HurracioDurrski
    • November 10, 2014 at 12:21 AM
    • #19

    i have some technical questions:


    do vertexes on patches split brushes ?


    can you overlap patches with brushes and sink patches into another patches ?


    also is there any way to make detail brushes have different outline color in 2D view ? like func_group is blue

  • HurracioDurrski
    • November 10, 2014 at 4:42 AM
    • #20

    dumping some progress, i should have playable version soon


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