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.
MAYBE that helps, but where to get GTKGensurf? It is not included in GtkRadiant.
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.
Wrong. misc_model does not CAUSE splits (as it is treated as detail brushes), but it normally inserts into the existing BSP tree. q3map2 converts misc_model models into a triangle soup when compiling. You may be confusing misc_model with misc_models, a QC driven entity that nobody uses except for debugging purposes.
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.
You can use the very same shading technologies with models too (namely, phong shading is the way to go). However, q3map2 has a bug regarding "brush soup" terrain: even when q3map_nonplanar or -np 179 is used, it won't convert the terrain to a single surface, so there are still some visible seams in the terrain. When using models, YOU have full control over the normals, and thus can avoid that problem completely.
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.
You are confusing things. The issue is that terrain is detail brushes, and thus doesn't take part in vis calculation. However, brush soup terrain would be the very same in this regard... otherwise q3map2 gives up fast with error messages about built-in memory usage limits.
GTKGensurf's auto-hinting and grid decimation are favourable tricks to reduce compilation time.
If only GTKGensurf would actually exist. It's part of the GtkRadiant source tree in a directory gtkgensurf/, but not included in the build - and when I manually add it, it misses a file qetypes.h. This thing is vaporware.
Also, grid decimation is probably something most modeling apps can do. Creating appropriate hint brushes isn't, so that would have to be done manually by the mapper when using models for terrain.
On a final note, export models as maps for further editing, and terrain isn't an excuse for the lack of map flow.
You make it sound like map exporting actually works. But when using Blender's map expoter, texcoords get lost (that is, texture alignment gets completely broken) and - as if this weren't already bad enough - texture gets changed to caulk. So it has to be retextured face by face... (ten years later...)
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again
You can vary the number of "MS", so you can clearly see it's MS which is causing it.