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


  • When several brushes lie on the same surface, I get a smooth surface where I can't tell one brush from the other. But when when some of those brushes are actually patch caps, I get some very visible borders. The shadings just don't look right.
    For example, I have a circular hole in a floor. The brushes create a square hole, and the patch caps "round out the corners". But the patch caps are very visible. WHat should have been a circular hole in the floor is instead a square plate with a circular hole in it.

    Is there a way to fix this so the transitions are smooth and non-obvious?
    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

Tue Jun 03, 2008 1:27 am

  • It would be of benefit if the compile switches used were listed; the situation as it stands seems remarkably similar to a standard vis/lighting crack common with patch mesh.
    TVR
    Alien trapper
     
    Posts: 404
    Joined: Fri Jun 01, 2007 12:56 am

Tue Jun 03, 2008 7:15 am

  • TVR wrote:It would be of benefit if the compile switches used were listed; the situation as it stands seems remarkably similar to a standard vis/lighting crack common with patch mesh.

    VIS:
    -fast

    LIGHT:
    -deluxemap
    -fast
    -patchshadows
    -bounce 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

Tue Jun 03, 2008 10:42 am

Tue Jun 03, 2008 10:46 am

  • morfar wrote:-patchmeta fixes patch holes.
    But you'll get z-fighting on patches when realtime lights is nearby.

    I'm using -patchmeta in the BSP phase. The problem isn't nonsolid or unshaded patches, but patches with wrong shading at the edges.
    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

Tue Jun 03, 2008 11:16 am

Tue Jun 03, 2008 6:55 pm

  • Wrong shading as in, an incorrect lightmap? Or are you unable to correctly position the texture of the patch so it is a smooth transition?
    Image
    User avatar
    torus
    Forum addon
     
    Posts: 1341
    Joined: Sun Dec 24, 2006 6:59 am
    Location: USA

Tue Jun 03, 2008 7:36 pm

  • i generaly avoid trying to match patches with brushes. in thise case i would proly try to make the walls themselfs from patches too, and just have a caulkd visblocker inside.
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
    User avatar
    tZork
    tZite Admin
     
    Posts: 1337
    Joined: Tue Feb 28, 2006 6:16 pm
    Location: Halfway to somwhere else

Tue Jun 03, 2008 9:18 pm

  • tZork wrote:i generaly avoid trying to match patches with brushes. in thise case i would proly try to make the walls themselfs from patches too, and just have a caulkd visblocker inside.

    Well, the patches don't match with each other either. This would just give me a different kind of uneven transition. B/
    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

Wed Jun 04, 2008 2:29 am

  • 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.
    TVR
    Alien trapper
     
    Posts: 404
    Joined: Fri Jun 01, 2007 12:56 am

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
    User avatar
    torus
    Forum addon
     
    Posts: 1341
    Joined: Sun Dec 24, 2006 6:59 am
    Location: USA

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
    User avatar
    Strahlemann
    Keyboard killer
     
    Posts: 676
    Joined: Wed Mar 01, 2006 12:11 am
    Location: Ulm/Germany

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

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
    User avatar
    Strahlemann
    Keyboard killer
     
    Posts: 676
    Joined: Wed Mar 01, 2006 12:11 am
    Location: Ulm/Germany

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

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
    User avatar
    Strahlemann
    Keyboard killer
     
    Posts: 676
    Joined: Wed Mar 01, 2006 12:11 am
    Location: Ulm/Germany

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
    User avatar
    Strahlemann
    Keyboard killer
     
    Posts: 676
    Joined: Wed Mar 01, 2006 12:11 am
    Location: Ulm/Germany

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

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
    User avatar
    Strahlemann
    Keyboard killer
     
    Posts: 676
    Joined: Wed Mar 01, 2006 12:11 am
    Location: Ulm/Germany

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

Sat Jun 07, 2008 9:14 am

  • Ronan wrote:It can be caused by texture compression, with my ati card I have some artifacts when using it.

    That's it!

    I turned off the compression and now the transitions are hardly visible.

    Thanks for the tip. 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



Return to Nexuiz - Editing




Information
  • Who is online
  • Users browsing this forum: No registered users and 1 guest