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Re: Terrain mapping.

Posted: Sun Jan 03, 2010 12:01 am
by Delirium
jal_ wrote: These shots are taken with r_speeds 4 which draws only the tris of the mesh in the crosshair (i love it for optimizing).
can you do this with Q3? or is it wsw only?

Re: Terrain mapping.

Posted: Sun Jan 03, 2010 12:58 am
by obsidian
/r_speeds 1-6 works for Q3 but I don't think any of them do exactly the same thing.

Re: Terrain mapping.

Posted: Sun Jan 03, 2010 2:43 am
by Kat
Hipshot wrote:...I was talking about models in specific, not just as large terrain.... And I was only talking about the renderer not the compile...
I suspect that's the problem, there's a reason big models have always needed to be cut up, if you have a big arsed model loaded into memory you're actually forcing the renderer to do *a lot* more work culling huge amounts of data just for the sake of the local PVS, that's terribly inefficient.

@ donkey: *Bagpuss gave a big yawn, and settled down to sleep...*

Re: Terrain mapping.

Posted: Sun Jan 03, 2010 10:25 am
by sock
@^Ghost, I always install q3map2 in a seperate folder to GTK, I would not recommend they share. My tutorials only work with q3map2 v2.5.16 but you can download all the source files I used in the examples, Do this maps compile for you?

@Kat, OMG you are back! no sleep NO sleep, wake up bagpuss! :D

Re: Terrain mapping.

Posted: Sun Jan 03, 2010 11:01 am
by jal_
Delirium wrote:can you do this with Q3? or is it wsw only?
I think it's wsw only. AFAIK, ID's q3 doesn't do it, but with all the opensource engines can't say for sure.