Patch mesh LoD specification?


(Patrick_H) #1

I have used -patchmeta -subdivisions 4 in my q3map2 compile, but since my map is mostly patches it kills the framerate. I would like to set differing LoDs in different func_groups of patch meshes. Is it possible to set a subdivision level in Radiant with a keyword?


(Davros) #2

this way is a bit long winded, but you could export each of your patch mesh groups to an .ASE model with the prefered subdivisions, then just add them to your map as models. Just place your patch groups into a caulk box, compile them, and convert them using -q3map2 -convert yourpatchmap.bsp


(Patrick_H) #3

Yeah, this is what I have been doing. It works pretty well actually. I was just thinking maybe there was a more streamlined process for doing it. Oh well, not too bad.


(obsidian) #4

Without using -patchmeta, patches will automatically change LoD’s with distance. IIRC, -patchmeta actually disables LoD.

Make sure that you hint your map accordingly.


(Patrick_H) #5

My map is made of probably 85% patches. I have avoided using -patchmeta in my compiles, and so the LoD was changing with distance. My problem was that at certain distances, circles were becoming octagons as the LoD detail drawn decreased, and it just looked bad. The .ASE models solved the problem though.