Very large meshes and gunshots

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Postby Clueless Newbie » Sun Dec 09, 2007 5:59 pm

torus wrote:No, I meant- are the models .ase or some other format? iirc (but maybe not), there is a size limit to .md3 models.

I haven't used models at all. Just brushes, meshes, and player starting points.
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Postby TVR » Sun Dec 09, 2007 6:33 pm

Use multiple meshes below 512 qu to replace the 2 large ones; if you want to do terrain, you must use a tri-soup [judging by the speed of your reply, I'll assume you're active, and could join IRC to have a quick tutorial with me].

Portals are created during compile time for use with a portal engine [ie Darkplaces], they tell the in-game renderer what is visible at a certain point in the map, preventing non-visible overdraw. Detail brushes do not create portals, therefore the renderer will draw EVERYTHING behind the detail brush, even if it is not visible to the player [non-visible overdraw].

Detail brushes are supposed to be used on 1 thing, detailing too trivial to warrant the extra compile time.
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Postby Clueless Newbie » Sun Dec 09, 2007 8:37 pm

TVR wrote:Use multiple meshes below 512 qu to replace the 2 large ones; if you want to do terrain, you must use a tri-soup [judging by the speed of your reply, I'll assume you're active, and could join IRC to have a quick tutorial with me].

This:

http://www.map-craft.com/modules.php?na ... aux&did=18

Is what you mean by tri-soup, yes? Still sounds like a hideous number of brushes will be needed... as in thousands...

Is there a way to select and manipulate the vertexes of several brushes at the same time? That would make this a lot quicker.
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Postby Taiyo.uk » Mon Dec 10, 2007 2:02 am

To vertex manipulate several brushes at once select all of the brushes that you with to manipulate then change to vertex mode. Group-select the vertecies you wish to move in the 2D or 3D view then drag them around as normal, see below (sorry about the huge image size but JPEG looks awful for this kind of thing).

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Postby torus » Mon Dec 10, 2007 2:44 am

Seriously, why not just make an .ase model? That must me 100s of brushes.
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Postby Strahlemann » Mon Dec 10, 2007 10:53 am

I encountered that shotgun problem once in runningman_1on1_remix when firing at the sky (2 very large patches in an older version...). I don't know why it happened, but splitting up large models would be the right thing to do i guess. You should also create caulk brushes under the model to generate a good bsp-tree for better FPS.

A tutorial on creating organic brushwork in Blender and get it into the game can be found here: http://www.katsbits.com/htm/tutorials/b ... g_maps.htm
Don't bother with the texture blending there, as it's not supported in Nexuiz.
So torus is right by suggesting to use a bunch of *.ase models.
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Postby Clueless Newbie » Mon Dec 10, 2007 4:27 pm

Strahlemann wrote:I encountered that shotgun problem once in runningman_1on1_remix when firing at the sky (2 very large patches in an older version...). I don't know why it happened, but splitting up large models would be the right thing to do i guess. You should also create caulk brushes under the model to generate a good bsp-tree for better FPS.

A tutorial on creating organic brushwork in Blender and get it into the game can be found here: http://www.katsbits.com/htm/tutorials/b ... g_maps.htm
Don't bother with the texture blending there, as it's not supported in Nexuiz.
So torus is right by suggesting to use a bunch of *.ase models.

While the tutorial looks like it could be worth going through, it doesn't look like the tutorial's demo map has much in common with what I'm trying to do; which is an irregular badland-type landscape with valleys and hills and big piles of rock here and there. There would be really long views when standing on the tops, but not when in the crevasses.

A tri/quad-soup would not be appropriate?
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