Smooth patchcap and brush transitions - how?

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

Moderators: Nexuiz Moderators, Moderators

Postby torus » Wed Jun 04, 2008 3:05 am

TVR wrote:The visibility -fast switch should be relegated to rough, test compilations solely to satisfy the prerequisite of the light calculation phase.

Removal of said switch is probable to resolve such issue.


The word "logorrhea" comes to mind. ¬_¬
Image
torus
Forum addon
 
Posts: 1341
Joined: Sun Dec 24, 2006 6:59 am
Location: USA

Postby Strahlemann » Wed Jun 04, 2008 8:26 am

Maybe a screenshot could help if the problem is still there.
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
Strahlemann
Keyboard killer
 
Posts: 676
Joined: Wed Mar 01, 2006 12:11 am
Location: Ulm/Germany

Postby Clueless Newbie » Wed Jun 04, 2008 9:39 am

Strahlemann wrote:Maybe a screenshot could help if the problem is still there.

Sure, why not? ;)

The screenshot is from a test map:

Image

The transition is the line between the two arrows. The brush is on the right side, the patch on the left.

The map was compiled with the following switches:

BSP:
-meta
-patchmeta
VIS:
(none)
LIGHT:
-deluxemap
-patchshadows
-bouncec 8
-samples 8
2 GHz Mac Pro
Mac OS X 10.6.2
nvidia GeForce 8800 GT
Clueless Newbie
Keyboard killer
 
Posts: 518
Joined: Wed Jan 03, 2007 1:01 pm

Postby Strahlemann » Wed Jun 04, 2008 3:27 pm

this topic seems to adress a similar problem: http://www.splashdamage.com/forums/arch ... t-167.html
(The solution where you extend your patch by 2 columns may work best, but as you're using a cap there this won't really work i guess :/ )

What if you don't use -patchmeta ?

Post your *.map if nothing helps :?

btw.: you can safely use the -fast switch in the light-stage. Greatly speeds up calculations and you won't really be able to tell the difference.
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
Strahlemann
Keyboard killer
 
Posts: 676
Joined: Wed Mar 01, 2006 12:11 am
Location: Ulm/Germany

Postby Clueless Newbie » Thu Jun 05, 2008 8:51 am

Strahlemann wrote:this topic seems to adress a similar problem: http://www.splashdamage.com/forums/arch ... t-167.html
(The solution where you extend your patch by 2 columns may work best, but as you're using a cap there this won't really work i guess :/ )

What if you don't use -patchmeta ?

The the patches won't be solid and won't cast shadows. :?
Post your *.map if nothing helps :?
Sure. Here:

http://folk.uio.no/clund/nexuiz/test.pk3
2 GHz Mac Pro
Mac OS X 10.6.2
nvidia GeForce 8800 GT
Clueless Newbie
Keyboard killer
 
Posts: 518
Joined: Wed Jan 03, 2007 1:01 pm

Postby Strahlemann » Thu Jun 05, 2008 12:23 pm

Clueless Newbie wrote:The the patches won't be solid and won't cast shadows. :?


That's why there's a -patchshadows switch. It enables the casting of shadows by patch meshes.
So if your compile settings have -patchmeta enabled in the BSP phase (which will convert your patches to solid brushes), you won't need the -patchshadows switch as there are no more patches in your bsp file which could cast shadows.

Or you don't use the -patchmeta switch, but the -patchshadows switch ;)
I hope that helps with the problem. I'll give it a try as soon as i'm back home today.
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
Strahlemann
Keyboard killer
 
Posts: 676
Joined: Wed Mar 01, 2006 12:11 am
Location: Ulm/Germany

Postby Strahlemann » Fri Jun 06, 2008 2:27 pm

Just tested your testmap.
Looks perfect over here.
Image

Maybe you just need to install the latest graphics-drivers.
You still can try -patchshadows without -patchmeta.
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
Strahlemann
Keyboard killer
 
Posts: 676
Joined: Wed Mar 01, 2006 12:11 am
Location: Ulm/Germany

Postby Clueless Newbie » Fri Jun 06, 2008 6:11 pm

Strahlemann wrote:Just tested your testmap.
Looks perfect over here.
Image

Is that from the .pk3 I uploaded?
Maybe you just need to install the latest graphics-drivers.
You still can try -patchshadows without -patchmeta.

I'm on a mac. Graphic drivers are one of the few things I'm not that happy about.. ;/

But if it looks good on your comp, whatever that is, then it's ok.
2 GHz Mac Pro
Mac OS X 10.6.2
nvidia GeForce 8800 GT
Clueless Newbie
Keyboard killer
 
Posts: 518
Joined: Wed Jan 03, 2007 1:01 pm

Postby Strahlemann » Fri Jun 06, 2008 9:26 pm

Yep that's your unmodified pk3. so i guess it's due to the graphics drivers :?
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
Strahlemann
Keyboard killer
 
Posts: 676
Joined: Wed Mar 01, 2006 12:11 am
Location: Ulm/Germany

Postby Ronan » Sat Jun 07, 2008 12:32 am

It can be caused by texture compression, with my ati card I have some artifacts when using it.
Ronan
Alien trapper
 
Posts: 292
Joined: Tue Mar 20, 2007 10:25 pm
Location: France

PreviousNext

Return to Nexuiz - Editing

Who is online

Users browsing this forum: No registered users and 1 guest

cron