Unfitting curves


(Justice) #1

So I’ve got this problem with curves not fitting together when building my map:

Problem:

Other side:

Same problem somewhere else:

Pointconnection:

Does anybody have any idea how I can fix this?


(ailmanki) #2

http://www.quake3world.com/forum/viewtopic.php?f=10&t=47669

Are your patch control points on grid? I guess there is no real solution to this, which is kinda strange. I think there are some maps with extensive use of patches - without these issues.

Eraser, the handling points in the editor are not the problem. LOD cracks are quite common in patchwork with concentric trim like yours.
You have a number of options.
The first (which has never worked for me) is to func_group all the patches, in theory (as I understand it) the same entire object is assigned the the same LOD. Like I said, for me this never worked.
The next two options are kind of the same. Compile the arch separately and convert it to an ase model. To do this you will need to set -patchmeta -sudivisions x (where x is the number of subdivision you require, for example 6), in order that the patchwork can be converted into an ase model.
The other solution is just compile with -patchmeta -subdivisions x (again I normally use 6 as I prefer rounded arches). This I believe converts all patches into brush work during compile, and will eliminate all LOD cracking issues. On a side note it also fixes sparklies for all those sloppy mappers that haven’t bothered to pay due regard to t-junc errors.

from http://www.quake3world.com/forum/viewtopic.php?p=909262#p909262


(Justice) #3

I matched all patches to grid and connected them EXACTLY. Maybe it’s like an impossible curve?


(.Chris.) #4

ailmanki has answered it in one, it’s just how the engine handles patches. Export the patches to .ase and put it back into your map and remember to clip it afterwards.


(ailmanki) #5

Well - it should be possible todo the ones he did there… after thinking a little.

The first screenshot - open up oasis map and check how the arches are done. Do same and it should work.

The screeshot “Same problem somewhere else:” I suppose the door is a simple patch mesh. I suppose you would need to use caps
http://q3a.ath.cx/level_design/curves/


(Justice) #6

Well the second one is a cap, but it’s sort of modified with extra columns. But it isn’t really a problem, I can exchange it for a simple square brush as the corners are not visible behind the other patches.

I know how the arches in Oasis are done, it’s just not mine need a different shape, a more sharp one. This kinda messes the use of caps, but using a simple patch mesh always worked for me in those situations.

I’ll have another look myself and then I’ll try what Chris said.

EDIT:
Thanks both of you for your help, I’ve modified the shape and my problem is solved. Above all, it looks way better now :wink: