Div i use q3map2GUI on a mac is it possible to apply the patch to this?
I made a terrain map and yes it has holes.
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TVR wrote:Other mappers from other games have done terrain for quite a while - without holes, because those savvy enough to do terrain are also savvy enough to use tri-soups instead of models [Which don't block vis, cast shadows, etc.]
divVerent wrote:Update: I put the patches I have together at http://emptyset.endoftheinternet.org/~p ... bined.diff
It now contains:
OBJ format support
Correct model normal display for scaled models in GtkRadiant (no huge "mikados")
Decompiler fix (handles texcoords now)
SnapPlane fix (what this thread is about)
TVR wrote:Other mappers from other games have done terrain for quite a while - without holes, because those savvy enough to do terrain are also savvy enough to use tri-soups instead of models [Which don't block vis, cast shadows, etc.]
divVerent wrote:Can't imagine anyone making such a map in GtkRadiant. It drops down to less than 1fps with a 128x128 grid of brushes... and 128x128 is not even near enough.
torus wrote:TVR wrote:Other mappers from other games have done terrain for quite a while - without holes, because those savvy enough to do terrain are also savvy enough to use tri-soups instead of models [Which don't block vis, cast shadows, etc.]
I don't know why you feel the need to carry on this vendetta against modeled terrain. Like it or not, models are not only easier to accomplish, but they offer greater flexibility
and much more detail and realism. If Nexuiz is going to move into the 21st century, it is imperative that mappers get comfortable with using modeled geometry. Thanks to Div, this is possible.
tZork wrote:TVR wrote:Other mappers from other games have done terrain for quite a while - without holes, because those savvy enough to do terrain are also savvy enough to use tri-soups instead of models [Which don't block vis, cast shadows, etc.]
Dont cast shadows? thats a plain lie. Have you ever tried to do a viscompile on a decently sized souped terrain map? it takes forever and produces crappy vis.
Rad Ished wrote:I like to make models because there are a lot of interesting manipulations that you make in Blender that you just cannot do in radiant. Although for ease of use i way prefer radiant. Also, can you not do your lighting in Blender and export it with the texture?
I made this map and it has a .ase in it that seems to be lit in radiant, am i missing something here?
http://www.mediafire.com/?2ymkojmzezn
TVR wrote:divVerent wrote:Can't imagine anyone making such a map in GtkRadiant. It drops down to less than 1fps with a 128x128 grid of brushes... and 128x128 is not even near enough.
Grid decimation using GTKGensurf... increases in-game performance as well.
Using Models is not necessarily the superior method for terrain, as Nexuiz intends to remain playable, brute force detail can cause plethora of relating problems.
For example, misc_models, an entity, is not split by the BSP, generates no Vis data, requires a key for light mapping and shadows... which are horribly ineffective without Vis data.
In a game, clever techniques are employed in order to incorporate detail on tri-soups while maintaining the ability to play the game [frame rate and map layout], details such as greater terrain resolution must be simulated using texture *maps and shading techniques, both of which garner a higher detail for performance ratio than sheerly using models.
I was thinking about Blasted Lands' Patch mesh terrain while typing, but that doesn't cause it to be completely false. Light mapping, and by extension, shadow casting, require an additional key; this is ineffective without Vis data.
GTKGensurf's auto-hinting and grid decimation are favourable tricks to reduce compilation time.
On a final note, export models as maps for further editing, and terrain isn't an excuse for the lack of map flow.
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