Boothand Posted September 15, 2015 Posted September 15, 2015 Hi.You know when using patch meshes to create curves, as you adjust the vertices and tangents, subdivisions are generated. Some positions of those vertices trick GtkRadiant into thinking no more geometry is needed, however this makes it not match up with the neighbouring patches. There is really only one correct position for the tangents here, and wondering if any of you know a way to counter this problem? This is GtkRadiant 1.5. @@Langerd, @@Szico VII Pictures to illustrate the issue: The second picture here shows the consequences of the misalignment.
mrwonko Posted September 15, 2015 Posted September 15, 2015 Radiant version shouldn't matter here, I think it's just how patches work. Maybe you can use a single, larger patch to prevent these seams; other than that the only solution I can think of is a model.
Solution Boothand Posted September 15, 2015 Author Solution Posted September 15, 2015 Hello Boothand. I found the issue for you. It seems to be merely a visual mistake in GtkRadiant 1.5. Compiling the map makes it correct, regardless of how it looks. Also GtkRadiant 1.6 doesn't have this issue. AshuraDX and Tempust85 like this
mrwonko Posted September 15, 2015 Posted September 15, 2015 Huh. Then Radiant version does matter... It is however an issue you can also get in 1.4, and thus presumably 1.6; I assume in that case it also happens ingame? Man, it's been forever since I did real mapping... I need to get back to it and learn more about the details like this.
Boothand Posted September 15, 2015 Author Posted September 15, 2015 Huh. Then Radiant version does matter... It is however an issue you can also get in 1.4, and thus presumably 1.6; I assume in that case it also happens ingame? Man, it's been forever since I did real mapping... I need to get back to it and learn more about the details like this. In-game it all looks correct. It's just the display in GtkRadiant that doesn't merge these points.
Langerd Posted September 15, 2015 Posted September 15, 2015 Hi.You know when using patch meshes to create curves, as you adjust the vertices and tangents, subdivisions are generated. Some positions of those vertices trick GtkRadiant into thinking no more geometry is needed, however this makes it not match up with the neighbouring patches. There is really only one correct position for the tangents here, and wondering if any of you know a way to counter this problem? This is GtkRadiant 1.5. @@Langerd, @@Szico VII Pictures to illustrate the issue: The second picture here shows the consequences of the misalignment. In-game it all looks correct. It's just the display in GtkRadiant that doesn't merge these points.About that issue... I had this problem once too. The patches works very strange because sometimes You dont see this kind of hole in the Gtkradiant but after compile You see the hole in the game. Sometimes it is 180 degrees situation...There is no chance for this sry :/ Maybe there is an option in the compiler for this . And i think patches have sort of Lod function. When i made the circle window using the cilnder it looks nice in the game. BUT not form far distance. The shape of it is angular.They act very random :/ I am making the arches in these places with holes It can make your corridor more pleasant and nicer and also it will fix this issue
Ramikad Posted September 15, 2015 Posted September 15, 2015 Yes, patches have Levels of Detail, you can increase the LOD distance with r_lodscale and r_lodCurveError. r_lodbias only works on models though, and you can use it to force a specific LOD regardless of distance.This specific error is caused because the patch has a lower level of precision that might not allow to calculate the curve exactly as the others around. I think.
Boothand Posted September 15, 2015 Author Posted September 15, 2015 Once again, no issues in game It's only in the editor preview. Unless someone else has these problems in-game of course.
NAB622 Posted September 15, 2015 Posted September 15, 2015 Just a thought, but if you haven't already, try snapping the offending vertices on both patches to the grid (Ctrl +G). It's worth a shot. *Shrug*
Tempust85 Posted September 15, 2015 Posted September 15, 2015 You will get this from time to time, just convert the detail to a model. Langerd likes this
Langerd Posted September 15, 2015 Posted September 15, 2015 You will get this from time to time, just convert the detail to a model.Hmm converting it to Ase. wouldnt be bad idea i think ?
mrwonko Posted September 16, 2015 Posted September 16, 2015 The subdivision mismatch could very well still be present in the .ase; in that case it would need to be edited by hand. Tempust85 and Langerd like this
Tempust85 Posted September 16, 2015 Posted September 16, 2015 Yeah what I meant to add was to take it into a 3d package and edit it. Langerd likes this
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