Max_patch_planes and skybox


(ScrotcH) #1

When I try to use a patch for terrain with the new skybox code I get a max_patch_planes error when trying to load the map. If I take the patch out of the sky box area and into a normal area of the map it will load the map and patch fine. Is this because the engine is trying to fill in the gaps for change in scale for the skybox entity to view the patch properly? Is there a way around this? I tried looking around the forums for a similar error but found nothing.


(Valhue2) #2

I believe it has to do with q3’s ability to render a patch. Ill mention something ydnar posted on the q3world forum, something about the ‘portal’ sky enlarging geometry that is w/in the portal sky to a grandous scale. Now there are limits IIRC on how large a patch mesh can be w/o getting buggled.

Humm… theory: instead of using a large patch mesh for your insert name of patch meshed object here, create it out of lots of tiny patch meshes… yes it could get tedious, but its just a thought as I had a similar problem creating a pulsating “throat”… i dont have time to test it out as of yet. There is another option, make what ever you need as an .ase file and import it into your map… because .ase models get trisouped into the .bsp so it could enlarge (theoretically)

V^2


(ScrotcH) #3

What would I use to make this ase?


(Valhue2) #4

http://www.splashdamage.com/forums/viewtopic.php?t=2869&highlight=map+ase

Theres a nice .bat file there that will convert your .bsp file into an .ase… although i havent personally tried it. It will probably need some modification. Take a look at the forums Search function to browse some questions.

V^2


(ydnar) #5

In order for patches to work in the skybox, you must compile with -patchmeta using a nonsolid shader on the patch.

I will address this in a future version.

y


(ScrotcH) #6

Thanks I’ll try that.


(Valhue2) #7

-patchmeta means that patches wont have LOD then does it? If this is the case, then can -patchmeta be used in a case by case scenario… such as I only want the patch in the skybox to be pre-tessaliated(?)…

I just did a quick search for -patchmeta and it really didnt lead me in any difinitive direction. Ill try the nifty bsp to ase way and check it out. (mainly because the majoriety of my level is patches)

V^2


(ScrotcH) #8

I didnt have any luck with that method of nonsolid texture either. I did a few tests and no matter how small or large the patch. Nonsolid, or solid same effects. Tried different compiles with -patchmeta. I’ll just hold off until a future release.