TVR wrote:Since the terrain is a patch mesh, you should have entirely forwent the Visibility phase, as patches [1] do not block vis, [2] can add hundreds of unnecessary vis clusters if compiled solid with -patchmeta, [3] are buggy above 512 qu, [4] do not cast shadows
Are you talking about skipping the VIS phase?
As a result, performance is horrid, compile times are extremely long because of the fact that visibility is virtually level-wide, lighting is not sharp, et cetera.
Well, I'm kinda happy with the way the map turned out. Could do without the long compile time though.
To alleviate some of the problems, specifically vis, caulk-hull the map [hiding a simplified version of the map as caulk brushes inside the patch mesh terrain, however do not overlap caulk brushes! As doing so will actually lengthen the compilation phase].
I did a cheap-o version of the caulk-hull in Blasted. If you look beneath the meshes, you'll see blocks of caulk beneath all the boulders. They blocked the view and helped increase the fps for players in the valleys.
To fix the root cause for your next attempt, use a height map generation program ->
Easygen for smoothing -> GTKGensurf for auto-hinting and possibly grid decimation -> GTKRadiant for adding interiors and such.
You mean tri-soups and such?
Div0's patch deals with rotation of objects in GTKRadiant, [the patch] rotates based on a vertex, while GTKRadiant rotates based on origin.
(eyes glaze over) Huh?