Road


(Miki) #1

I’ve decompiled radar to take a look at the map. I’m making a map with a road in it, and I was wondering how he did it.

I think he uses patches, but I’m not sure. Anyway, I really like his road, is there any tutorial out there to make a road ? :smiley:
Or at least a tutorial that learns you how to work with patches?

Thanks,

miki


(IndyJones) #2

no need to decompile official maps, source is given to everyone.

about patches - try manipulating with vertexes (press V)


(Miki) #3

I know that, but still I don’t understand how the guy that made radar, did such perfect turns? Did he manually change every vertex? :open_mouth:


(IndyJones) #4

i guess so… at least that’s the way pazur did road on adlerhorst.


(kamikazee) #5

EDIT: Damn researched replies!

Anyhow, I thought there is some way of projecting patches on a flat surface. This was used on fueldump to make the tank tracks.
I’ll see if I can dig up some resource explaining it as I never used it myself.

EDIT 2: it seems that the feature I was talking about is called a _decal entity, but it was not used in any of the official maps. Instead, it would seem that the ground under the roads are flat brushes whilst the road itself is a flat patch which was perfectly alligned and then placed 1unit higher than the ground brushes.

Do take a look at the official maps to see how it was done. They are your best source if you know what you are looking for.

Tutorials on patches can be found on Google, e.g. Patch-Meshes 101.
Do note I used the keywords “quake 3 mapping square cylinder” as using the word “patches” easily yields irrelevant results.


(Pande) #6

I doubt they put it 1 unit higher. PolygonOffset in the shader would make it work much better and you wouldn’t see ANY gap. I can’t remember what Radar looks like since I’ve only played that map maybe twice, but a great way of making roads is to have two layers of brushes, and cut the road into the top layer.

OR just make a length of road and everywhere that you want it to turn, just copy paste it and rotate it but leave a gap between all of the sections. then connect with brushes and clip to make it clean.


(Pegazus) #7

On Radar they used patches, but on some certain areas (like the axis last spawn) most of the road was done by brushes, because it would be worthless to do such a big area by patches. Use patches for curves and if the road has to go up hill, to get the smoothest patchwork.

Also, making road by brushes is easy too, here is an example.

If you want even more smoother curves you can do more deeper job. Also doing it by brushwork and not patches can save you time on mis alignements or stretched texture.


(aaa3) #8

yes. dont use patches. personally i have never touched 'em. nearly everything can be done with brushes what with patches u can, but they’re much easier to work with. and if wanna save on brush count then can use models


(IndyJones) #9

patches loose it’s details from distance. keep it in mind.


(Pegazus) #10

Where did you hear that? I can’t remember anything reading about patches loosing detail from far distance.


(Pande) #11

Patch LOD. Yup, its true. Try making a gigantic map with a curve patch at the other end, take out sniper rifle, and scope it while steadily moving backwards. You’ll notice the patches lose detail constantly.

(Ever notice how when you make a really small patch in radiant, it appears as a square but ingame its a circle?)

For example, in my recent map I used all patches for a reason

  1. Very smooth and didn’t need phong shading and
  2. Since its huge and open, patches visible on the other side of the map wouldn’t hurt the fps.

http://jediknight3.filefront.com/file/Industry;98462 if your interested.

So ya… great for some things, like I used, but bad for things like roads, puddles, etc. In that same map I posted, I tried to make puddles in the floor by lowering the ground and putting a patch over it, deforming it, then putting a water brush overtop. It worked great, until I backed up a little. Even worse when I got to the upper level and looked down, where it was nearly just a square of water! Had to ditch the idea. :frowning:

Another great use of patches is in combination with PolygonOffset. You can do things such as hanging rugs
( http://www.chromecreations.co.uk/3d/filefront/02_serenity_progress42.jpg ) and circular patterns on the floor in a different texture, such as something shiny.


(IndyJones) #12

maybe not best example…


(Pande) #13

Nah, great example.


(Pegazus) #14

Radar has good patchwork, before i checked in radar from far distance if the patchwork from far distance looks worser then brushwork. (Road area ofc) I saw no difference. It all depends on how to use it, on capuzzo the worse problem i had when making the road tracks was the stretching of texture. But i did it the wrong way so i am the one to blame.
But patches like earlier saied, is not good. Actualy for roads, i think it’s the wisest to do is make the curve with the patches. Then make bruswork over it, so you get the perfect curve even with bruswork. I think you get it what i mean.


(Pande) #15

Or you can convert all your patchwork roads to .ase


(IndyJones) #16

as far i know, you can’t convert patches to model.


(Pande) #17

nope, its possible. You just need to include -patchmeta and -subdivisons <x>.


(IndyJones) #18

ah, while i still remember - i recommend additional clipping patches.


(aaa3) #19

[QUOTE=Pande;188156]

  1. Very smooth and didn’t need phong shading[/QUOTE] yeah thats one (actually the main - they r way too tri wasting to my style) of my problem with them :stuck_out_tongue:
    (the other; it seems that they r much harder to fine tuned/modified/be adjusted, and maybe align to already existing structures except at the initial creation. eg u cant use simple clipping (or can u? im patch-noob), and/or definitely not 3point clipping, the latter one is a blessed creation, to slowly but surely as rock with total control, work out an intended 3d shape.)

(Pande) #20

Clip works on patches in ET? :o