FixTJunctions


(Ramm) #1

Hi, I have another problem for my stadion

I came up with the fantastic idea to place seats in my stadion. I made a prefab and saved it as seat_item.map. Then I loaded it in my stadion.map, but now he gives the following error when I try to compile it:

— FixTJunctions —
************ ERROR ************
MAX_EDGE_LINES

All the seats are “Detail”, but there are thousands of them:

Can I do anything about this error so it compiles?


(carnage) #2

u might be pussing the game a bit with so many seats, try making them in a differnt way that uses texture more then gemetary then you should get as many seat for a fraction of the cost then it might compile


(EB) #3

You should learn about ‘Caulk Hulling’ or other wise known as ‘Culling’ A.S.A.P. >>>
a good place to start : http://www.wolfensteinx.com/surface/tutorials/caulking.html

There are loads of tuts out there on this…try searching these forums and using Google…u’ll thank urself later.
If you knew this stuff, then for get I said anything…


*Also;

Ifurita has put together a tutorial thread on ‘Tjunctions’…u may want to search for that as well.


(Ifurita) #4

Caulk hulling isn’t going to help him here. If I read that correctly, each seat will probably run 30-50 tris and at a count of 1000, all of which are visible. That’s 50K tris in just chairs, not to mention anything else.


(EB) #5

well, I never said it would help here…I said that he should learn about it ASAP.

Considering he has over-done the tris count in this instance(whether by T-junc or brush face or combined)…I can only imagine how he will over-do the count on a more ‘extreme’ level later on in his mapping ventures.

:stuck_out_tongue:


(Ramm) #6

So if I would have used caulk to separate the walls etc…, would it then be possible to place that many seats or would I have the same problem?

/edit
Just read that it wouldn’t make any difference. Well, I just succeeded to fuck up my map in just an hour :smiley:


(CooperHawkes) #7

convert one seat into an ase or md3 model… then plant the chairs as models… iirc these won’t split up the floor into many small triangles
and the best thing: you can create level of detail chairs… i.e. ugly chairs with low poly count which look the same when seen from distance… however, i guess this technique is a little bit hard to understand for a starter :frowning:


(The Wanderer) #8

The most important question is whether or not the area is played, meaning can the players actually go there or is it just “scenery�.
If the players can’t actually get to the area, then you can do a lot of improvement by replacing a lot of the 3d detail with 2d texture detail.

If the players do get to play in that area than you can still improve the performance by doing a simpler cleverer design at the cost of some small visual downgrade.
For example consider the design below.

The back and the seat portion of each chair is one continuous surface. This reduces the cost of each chair to pretty much just the cost of one divider…in the example below this is just 8 triangles.

You can add more detail to the chairs now through the texture you use for them.
If the players never actually go to this area then you can improve both performance and visuals even more by removing the back and top surfaces, since they can’t be seen from the field, and then you can even use an alpha texture to “fake� the separation of each chair from one another and get something closer to your original design.


(Ramm) #9

Well, this map was for learning purpose, and if I learned one thing: allways make sure you have a backup before you go screwing up your map :D. I think i’m gonna make another map now to get more into this stuff, and this time i’ll keep in mind that I can’t use too much triangles (whatever that is, i’ll have to go through some of the tuts in the sticky :p). Is there any good tutorial for making models? Or is it just making a prefab in radiant --> compiling it --> some external program to convert it to md3 ?

another nice map fucked up :’(


(Shaderman) #10

I wouldn’t bother with custom models yet. You can build almost everything with brushes (if you know how :D). Have a look at this tutorial for example: http://www.wolfensteinx.com/surface/tutorials/manipulating_brushes.html and of course the others on this site http://www.wolfensteinx.com/surface/tutorials.html to see what’s possible.