Lazarus Posted August 30, 2016 Posted August 30, 2016 Okay so I started experimenting for a model with pure meshes, and I encountered either a bug, or a limitation of the mesh This is a screenshot from out of radiant. Everything matches on the grid, even when very close zoomed in this is a in game shot, where you can see the gaps. Now i know meshes should be avoided (not always, but indeed unreliable) but since we talk about a graphical rendering here on a "in terms for the game" high end computer, is there something going wrong in the compile proces? I remember somewhere it may have to do with subdivisions set. The higher the sub divisions the rounder the image i believe, or am i wrong. Is there any way to set this?
eezstreet Posted August 30, 2016 Posted August 30, 2016 What you're experiencing isn't actually the result of a broken map, it's the game optimizing a little too overzealously. Try adjusting the cvar, I think the name is, r_lodCurveError.
Ramikad Posted August 30, 2016 Posted August 30, 2016 What you're experiencing isn't actually the result of a broken map, it's the game optimizing a little too overzealously. Try adjusting the cvar, I think the name is, r_lodCurveError. It won't always help. When all else fails, the only other solution is to fill those holes manually, with a patch or a brush, either right on spot, or just a little lower, to give the illusion that there are no holes in the geometry. eezstreet likes this
NumberWan Posted August 30, 2016 Posted August 30, 2016 In certain cases mappers used simple brushes, placed behind the mesh – this was of course used on the constructions, which are only seen by the Players from a distance, and not necessarily can be reached. This is also used by some, when they make a canyon, and unnecessary holes pop up between mountains and rocks.
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