OPERATION SPOOKY Beta 2 TEXURE FIX DOWNLOAD NEW VERSION!


(try3dnow) #1

http://home.comcast.net/~fodicio/

Aaaah the wonders of the default textures for ET and what really works. I just fixed a real issue for the spooky houses. It should look fine now. Please let me know if you see any more issues.

Thanks Wanderer for the advice on the triangulation issues. I detailed out those areas. Hopefully that should remedy rendering fps in those regions.

Please remove the old version and replace it with the fixed version. The newer version will actually be smaller.

THANKS AND HAPPY HALLOWEEN!

Try3d
http://home.comcast.net/~fodicio/

:banana:


(The Wanderer) #2

I don’t think you understood what i said in my other post. I’ll try to explain it better.
The way you have constructed your wall right now you have too many excess trianlges drawn. They’re caused by t-junctions which in your case can be easily avoided.
To fix it just do what the following picture suggests and move those parts of the wall inwards by one unit so that their outer edge does not fall on the edge of the main wall. Trust me it will save you a ton of triangles. For each one of those small square pieces you have four extra triangles drawn which you can eliminate. Just move them inwards and then compare the r_showtris 1 triangles drawn before and after.
If you don’t know what t-junction splits are the folloing thread is a good read
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=1303

DO THIS.

MOST OF THESE TRIANGLES CAN BE ELIMINATED


(try3dnow) #3

Ok i see what you are talking about. Yeah, I’ll definetely follow your suggestion. I know what tirangulation is, but more on the lines of 3dsMAx. LOL ^^ But, yeah, that is some real triangulation there! I had no idea that was happening. How did you get the screenie that shows the vertice lines on the map? Is it a commandline executible? If so, please post it to me!
My Operation Evil map could be a triangulation nightmare and possibly a real crasher. Now that wouldn’t be nice, would it? LOL ^
^ Operation Spooky is just a piecemeal snippet of the evil map.

Thanks for the input! Beta3 after Halloween will most definetely impliment your suggestion!

Try3d

:banana: Please e-mail me with some more professional suggestions. I’m only mid level in Map design right now. Terrain blending is my current problem. q3 engine seems veeery picky about that. I’m more 3d modeler than scripter. But, I’m learning fast! LOL
try3d@comcast.net


(try3dnow) #4

r_showtris 1 is this the commandline that does it? Bolean operations are to blame for other nasty triangulations. Maybe Radiant will adress this in future releases? Who knows. They say ignorance is bliss, but in mapping, its a killer!! :slight_smile:

Try3d


(The Wanderer) #5

Yes the command is /r_showtris 1. For a description of it and some other useful commands check the LDR. There’s a section there called Useful Console Commands.
By the way, just to clarify, when i say move those blocks one unit inwards i don’t mean just the two pointed at by the arrows in the picture…i mean all of them.
The “extra” splits are done by the engine to avoid sparklies(it doesn’t have anything to do with radiant). Read the thread i pointed to earlier as it has a good description of why it does that.


(try3dnow) #6

Yeah, I’m going to check out that thread. I have found brush work to be alot less forgiving than 3d modeling. Maybe someday, brushes will become more closely linked to straight up 3d modeling. That would be a dream for people like myself, let me tell you!

But thank you so much for this input. Just thinking about what you just showed me has opened up volumes of knowledge and answered some questions many seemed reluctant to answer for some reason. I wish more people like you lurked about these pages.

How can one learn if all is a secret to begin with? Check out my 101 class on sprite movies and let me know if its pretty much on course. I try myself to help out others when I can :slight_smile:

Try3d :banana: