HurracioDurrski Posted October 25, 2014 Author Report Posted October 25, 2014 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 Posted October 25, 2014 Report Posted October 25, 2014 Your main concern will probably be sparklies. 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 Posted November 8, 2014 Author Report Posted November 8, 2014 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. Sprony 1
HurracioDurrski Posted November 10, 2014 Author Report Posted November 10, 2014 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 Posted November 10, 2014 Author Report Posted November 10, 2014 dumping some progress, i should have playable version soon esspho and Sprony 2
Obsidian Posted November 10, 2014 Report Posted November 10, 2014 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 No, patches do not split brushes. But you want to be careful about stuff like this, because they don't split brushes, you can end up with nasty T-junctions and "sparklie" artifacts in many situations where a patch meets a brush. Overlapping is same as above, yes you can do it, but it is ill advised for the same reason, you might be able to get away with hiding stuff, but in general, it's a much better idea to have the geometry match up with vertex points lining up between brushes and patches. T-junctions are the enemy. There isn't currently a way to make detail brushes a different colour in wireframe. You can filter them and toggle them on and off. Having them a different colour isn't a bad idea though and will pass this suggestion along. Sprony 1
HurracioDurrski Posted November 10, 2014 Author Report Posted November 10, 2014 thank you very much, was asking because i will maybe need to partially sink some brushes into that curved hole in the center and some "halfpillars" in some curved walls and i dont exactly want aligning half a map because of this il try to sink some detail brushes in here later and see what happens
HurracioDurrski Posted November 16, 2014 Author Report Posted November 16, 2014 some wips Thurnip and Sprony 2
HurracioDurrski Posted November 20, 2014 Author Report Posted November 20, 2014 so there is global control for how much patches should be subdivied but can i control few selected patches ?
Hipshot Posted November 20, 2014 Report Posted November 20, 2014 That's just how they are displayed in the editor, it can also be controlled in game using the command r_subdivisions
HurracioDurrski Posted November 20, 2014 Author Report Posted November 20, 2014 That's just how they are displayed in the editor, it can also be controlled in game using the command r_subdivisions ah, ok i thought i can lower polys on some patches. thanks for answer
PyroGXPilot Posted November 20, 2014 Report Posted November 20, 2014 can always bake them to meshes permanently using q3map2->.ASE HurracioDurrski 1
HurracioDurrski Posted November 21, 2014 Author Report Posted November 21, 2014 (edited) . Edited November 21, 2014 by HurracioDurrski
HurracioDurrski Posted November 23, 2014 Author Report Posted November 23, 2014 anybody knows why this little fella is wandering around ?
PyroGXPilot Posted November 23, 2014 Report Posted November 23, 2014 did you use q3map2 to make model?
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