Players go inside patch


(uzzul) #1

Hi all, i have a problem with patch. I have made terrain with Bezier curve but, see the pic, the players can go inside the patch. I have also tryed to copy patch and caulk it but, same problem. Someone can help me?
Many thanks.


(WuTangH) #2

Im not pro in gtk, but u can pass patch from 1 side, right?
Maybe flip it 180°? -.O


(KeMoN) #3

That’s quite a common issue. Patches normally are meant for detailed stuff like barrels, pillars, arches, etc. Those should also be supported with clip or clip_weapon brushes to suspend said bug. And since you already clip those structures, it’s quite handy to convert them into an .ase model.

In your screenshot it looks like you used the patch-mesh to create terrain. Don’t do that!
Patch-meshes are far more complex than normal brushes and are rendered regardless whether in the player’s line of sight, or not, thus more work for the engine. Also keep in mind that when it comes to Structural/Detail brush-meshes the patches don’t block anything! Therefore you always should have caulked brushwork underneath your patches to close the structural/detail mesh without gaps. (to achieve proper FPS).

I recommend rebuilding the terrian with actual brushes. Handy tutorials can be found on simonoc’s page.

Regards


(Mateos) #4

Several mappers used patches to make realistic looking terrain, I read several tutorials in the past about that method.

I don’t think that there’s a gap of FPS between 100 triangles and a patch well handled :slight_smile:


(KeMoN) #5

I don’t know in what maps this method was used for terrain, but I highly doubt it was open terrain. Using this method in a seperate room, which itself is blocked by caulk walls, might not be that much of a problem.
Anyways the terrain will ALWAYS be rendered! And if you have a patch with several vertices (which propably is the case with terrain) you will definitely encounter problems quite soon.

I don’t know how large the map of uzzul is. If it is Purefrag-size there really are no problems (except the fall-through-bug), but in your Nordwind or Huertgen Forest conversion I highly doubt you would get proper FPS results.

[QUOTE=Mateos;450298]
I don’t think that there’s a gap of FPS between 100 triangles and a patch well handled :)[/QUOTE]
Terrain consisting of brushes can be optimised. Triangles of the same height can be merged into one and thus eliminating useless vertices. You can’t delete single vertices in a patch (atleast to my knowledge). Plus you can detail brushes. You can’t really handle a patch that well.

Just my two cents.


(Mateos) #6

But the other triangles around it may generate triangles like before the merge in editor during the T-Junctions BSP phase :slight_smile: And the auto-split does not always choose the best way to split things into triangles, like making a new vertice in the middle and joining each edge to it >.>

It was not to be against the idea, just to point I’ve seen this way to map used, and so “approved” in a certain way ^^’


(uzzul) #7

Ok, thanks for the answers.
I solved in this way, in areas where players can go inside patch, I put things, walls, trees, and more. The map is online right now, it seems that we have no problems with FPS.
For the next map will study the SimonOC tutorial.
Thanks to all.


(ailmanki) #8

I just posted a guide how you can do terrain with patch meshes.
http://forums.warchest.com/showthread.php/36344-Use-patches-to-create-terrain

Although you should still read SimonOC tutorials, as you will end up with brushes from the patches.


(uzzul) #9

Thanks, good guide.
Really, i prefer terrain with patches, is more nice for me.