Request: -Patchmeta Variable...


(Matt) #1

I don’t know if it’s possible or not, but I’d love to have the choice over which patches go through patchmeta or not. In the map I’m making, it is possible to cheat in parts of it, using r_subdivisions 119, making the curve so jagged, that when you run close to it, you can see through it, to the inside of the room it surrounds. This is basically an annoying little wallhack, and it would literally take me months to create the area with brushes, where q3map2’s patchmeta solves the problem BUT makes some other patches/curves look a little too blocky for my tastes.

It would be cool to have a key to enter for patches to be patchmeta.


(U.S.S. Speed) #2

Subdivide your blocky curve.

Also, are you sure you test your map with Geometry set to high in Q3? (Or whatever the game you use)


(ydnar) #3

Have you used -patchmeta in 2.3.38? It’s substantially better than previous versions.

The next release of Q3Map2 will include a -subdivisions key to set -patchmeta subdivisions.

y


(Matt) #4

I use these settings.

r_subdivisions 4 (Anything below you really cannot see.)
r_mode 4 (800x600) (Anything above this can obliterate from view sparklies, subdivides, etc.)
r_colorbits 16 (Testing in 16 bit color can assure no z-fighting, etc. I don’t know of any errors that show up in 32bit but not in 16bit.)

I am using 2.3.38, it’s pretty nice, however just not smooth enough in some areas. (The old patchmeta was real blocky in some parts.)

I hope that the new q3map, besides a -subdivisions key, will support individual subdivide/patchmeta’ing. I’d like to leave 99% of my patches as patches, so users with slower computers can change the level of detail at their wish, however the area I referred to is a must area for patchmeta/subdivisions 4. Anything else produces said wall-hack effect.


(Matt) #5

You mean actually break it up into many patches? I never thought of that. I was thinking purely on the patch-to-brush conversion. Hmm I’ll give it a go.


(U.S.S. Speed) #6

I was not saying to break it into many patch, but it’s an idea.

However, in the menu where are the patch and curve thing are, you can “add” vertices to a curve, verticaly or horizontaly.
That would allow you to get smoother curve.


(Davros) #7

is it possible to set the number of subdivisions to a specific curve or shader? i have a few curve structures where smoothness isnt important, just that it work take an era to make it from brushes.

something like the q3map_lightmapsamplesize - shader / lightmapscale - func_group , but for subdivisions


(krekits) #8

My understanding that doing the above would only affect things in the editor, not in the game. The engine would automatically “scale” the curve anyway.

Is this not the case?


(Matt) #9

is it possible to set the number of subdivisions to a specific curve or shader? i have a few curve structures where smoothness isnt important, just that it work take an era to make it from brushes.

something like the q3map_lightmapsamplesize - shader / lightmapscale - func_group , but for subdivisions[/quote]

That’s exactly what my request was. I’m still unclear if there is a way to do it.

ydnar?


(joan_of_clark) #10

ive never tried this but wouldnt it be possible to grab the curves you wanted to be -patchmeta and put them in an empty map. then compile the map w/ -patchmeta, decompile the bsp, grab the new -patchmeta curves and insert them into your real map. this way just the curves you wanted would be -patchmeta, leaving the rest of the curves alone.


(chavo_one) #11

Or instead of decompiling, just export (using q3map2) your patchwork as an ase model. Then you can put it into your map as a misc_model and even rotate it if need be.

This thread has an example of this method, and the reasoning behind it:
http://www.splashdamage.com/forums/viewtopic.php?t=3399


(Matt) #12

That’s actually pretty smart.

Never thought of that. It would be… Not easier, but perhaps a good feature for q3map2, to have a variable setting for patches, or func_groups, or whatever.

The compile/import thing is smart smart smart. Can’t believe I overlooked that option.