Patch stitching...?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Patch stitching...?

Post by o'dium »

Having a bit of an issue with patches atm in OverDose (Which is based on Q3/D3 map format).

Its pretty basic but I never really knew how to get around it.

Image

Obviously when you make a patch larger, it increases the slices in the patch so that it becomes smoother, but theres that time when you need to match patch A up to patch B, and... This happens.

Whats the best way to get around this so I'm not left with a huge gap?

Cheers lads.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Patch stitching...?

Post by obsidian »

What happens when you compile? They usually still weld together even if the editor doesn't show it. Otherwise, why not just make it using a single 3x9 patch?

Image
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Patch stitching...?

Post by o'dium »

When they compile, it still looks the same, but that may be OverDose using the max LOD for everything, so I'll have to check with Nico later.

Even if I did use a single patch (which wont work because of the texture but I'm sure I could get around it) the cap wouldn't fit still?
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: Patch stitching...?

Post by dONKEY »

Compile with something like:
bsp -meta -patchmeta -subdivisions 6
??
Plan B
Posts: 3599
Joined: Thu Jan 11, 2001 8:00 am

Re: Patch stitching...?

Post by Plan B »

Often ran into this problem when getting overenthusiastic with patches.
Maybe donkey's compile option works, never tried that.

Otherwise, I'm inclined to agree with obsidian's solution: make it into a single patch with a specific custom texture.

I don't understand what you mean by "the cap wouldn't fit still".
In your gif the cap isn't the problem; it's the non-corresponding subdivisions on the bent patches.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Patch stitching...?

Post by o'dium »

odd... seems that now, its fixed... yet it never did this before. Think it had somethin to do with how I made it, but it stitched it together one compile:

Image

It never did that last time I looked ingame... Really odd...
Plan B
Posts: 3599
Joined: Thu Jan 11, 2001 8:00 am

Re: Patch stitching...?

Post by Plan B »

n1 :up:
But no different compile parameters?
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Patch stitching...?

Post by o'dium »

Nope, did nothing different... Thats what has me puzzled.

In fact, I was JUST about to send this off to Nicolas to see if he had any suggestions because ODMap doesn't seem to have that option, so I made a test map and... It worked? And so did the original (Which defo never before because I could see right through the gaps).

REALLY odd but I'm not gonna complain.
Plan B
Posts: 3599
Joined: Thu Jan 11, 2001 8:00 am

Re: Patch stitching...?

Post by Plan B »

Well, if it works it works, and that's cool.
I just have a strong dislike for random quirkiness in tech. Obviously something's off. Don't want to be pessimistic, but maybe in your next compile it's fucked again.
Shit should be consistent.
d3mol!t!on
Posts: 284
Joined: Thu Feb 16, 2006 3:48 pm

Re: Patch stitching...?

Post by d3mol!t!on »

I had this problem when creating some Egyptian style columns. I think I fixed it by setting func_group across the relevant patches, but it was a while ago now so I can't be sure.
akm
Posts: 11
Joined: Sat May 08, 2010 12:15 pm

Re: Patch stitching...?

Post by akm »

dONKEY wrote:Compile with something like:
bsp -meta -patchmeta -subdivisions 6
??

Thanks dONKEY :)
I was having the same issue as o'dium, on two of my maps.
Your suggestion seems to have sorted the problem.
Post Reply