Does Subdivisions do anything like wallhacks in ET?


(fM'Action_Man) #1

I know ET is built around the Quake3 engine, and subdivisions can be used as wallhacks or enchance the image so objects like pillars are much thinner than usual so you can see round them. Giving you a advantage against the enemy. I want to know if changing the subdivisions value in ET does the same thing? I’m setting up a ET server and dunno what limits subdivisions to set to stop people exploiting this sort of thing.

Heres a example of Quake3 shots

subdivisions 30

http://www.p0wned.org/iguana/images/shot0003.jpg

A detailed shot

http://www.p0wned.org/iguana/images/shot0005.jpg


(Domipheus) #2

in ET its mostly silly stuff like the rail tracts etc that you notice shrinking and bending, nothing more afaik.


(senator) #3

here is an example:

but besides having strange looking rails I havent noticed any other difference


(DG) #4

U can see another difference in that pic :smiley: in the netting and the wheels

not seen anything from subdivisions that’s even remotely worth bothering restricting it for


(Ifurita) #5

HAX!!! BAN THE USE OF CURVES IN MAPS!!!


(Rain) #6

The only place I’ve noticed this being useful is in oasis–the arches at the courtyard exits in the axis base won’t always line up quite right, so you might be able to see a tiny bit of the command post room from below, for example.


(SCDS_reyalP) #7

Proper map construction will avoid a lot of these situations. Patch meshes which touch should have their vertices lined up exactly, and be func_grouped to they change LOD together. Or compile with -patchmeta. :banana:

OTOH, I’d be very surpised if the extreme values actualy help FPS much on most maps. You very quickly hit a point of diminishing returns.