Grab Posted October 2, 2017 Share Posted October 2, 2017 Well, this is problematic because I can hide mines inside and noone can see them. Is there any way to fix it without puttin brush inside it? Q3Map2 setting or something? https://jkhub.org/albums/qbyUf Link to comment
SomaZ Posted October 2, 2017 Share Posted October 2, 2017 You could try the -subdivisions 0 (0 already increases the subdivision level of patches) flag in the bsp phase of q3map2. No idea, if this changes collisions though. Edit: Do you have -patchmeta in the bsp phase btw? Link to comment
Grab Posted October 2, 2017 Author Share Posted October 2, 2017 I tested -patchmeta before but it didn't work. I just tested -patchmeta nad -subdivisions 0 but it also didn't work. Is it correct: BSP -meta -patchmeta -subdivisions 0, -vis, -light -fast -filter -super 2 -bounce 8? Link to comment
Langerd Posted October 2, 2017 Share Posted October 2, 2017 Well, this is problematic because I can hide mines inside and noone can see them. Is there any way to fix it without puttin brush inside it? Q3Map2 setting or something? https://jkhub.org/albums/qbyUfYeah patches are pain.. i hate when ragdoll bodies are inside them.. it looks weird and diffrent. I recommend this for Your trip mines. Make Your bevels like before and after that - use system/physics_clip texture for this pillars that are the same shape as the bevel . Ofc bevel is more detailed so you can make it more detail. Trip mines and guns, blasters work better on the brushes anyway. well it looks like it is all made of brushes on this pic but it is not. The white wall is one sided patch - bevel. Rest are traingle brushes Link to comment
SomaZ Posted October 2, 2017 Share Posted October 2, 2017 I tested -patchmeta before but it didn't work. I just tested -patchmeta nad -subdivisions 0 but it also didn't work. Is it correct: BSP -meta -patchmeta -subdivisions 0, -vis, -light -fast -filter -super 2 -bounce 8?Looks correct to me. Only thing you could try is choosing a higher subdivision level. But I still have no idea if it changes the collision model. I will look at the q3map2 tesselation code tomorrow and will tell you if there is a way. Link to comment
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