Page 1 of 1

Editing patches

Posted: Sun Sep 27, 2009 9:23 am
by neoplan
I dont know how i can edit patches to get them seamless - they have different amouts of sections. Here is a picture:

[lvlshot]http://img195.imageshack.us/img195/978/patch1h.jpg[/lvlshot]


Btw.: Due to FPS: How does Q3map2 handle these vertexpoints? Is it better to leave the vertexpoints as they are or put the unnecessary ones on top of other vertex points, that they have the same x y z? Picture:

[lvlshot]http://img195.imageshack.us/img195/1895/patch2.jpg[/lvlshot]

Re: Editing patches

Posted: Sun Sep 27, 2009 11:30 am
by Tabun
As for the first question: are you sure that it doesn't only show the crack in the editor? I've had plenty of cases where it looked like things were messed up in radiant, but ended up looking fine in-game.

I'm also pretty sure it's best to connect vertices wherever you can. Not sure if it's a good idea to make them overlap, though. Why not just use the menu to remove unnecessary rows or columns?

Re: Editing patches

Posted: Mon Sep 28, 2009 3:33 pm
by obsidian
Yeah, those will most likely just show up in the editor only.

Patches don't have vertexes per se. They have control points and they don't exist physically in the first place. Patches have LoD (Level of Detail) which means that the number of vertexes generated in game is not constant, it changes depending on player distance. So whether you have those middle control points or not, it doesn't make a difference to the end result since the actual vertexes are generated later.

Re: Editing patches

Posted: Mon Sep 28, 2009 4:59 pm
by neoplan
Some of the patches are ingame like that.

So, does that mean i could make a triangle out of a patch and the result would be only 1 polygon?
And is there a way to modify the distance for the LoD - or any other ways to optimize patches? Not sure about this -patchmeta and -snap options in q3map2...

Re: Editing patches

Posted: Mon Sep 28, 2009 5:32 pm
by obsidian
In your image above, the white lines are the actual polygons (default LoD) the orange lines are the control grid and the blue dots are the control points. Whether or not you have those middle control points doesn't make any change to the actual polygons. You can drag them around the Z-axis and merge them with the other control points, it still looks the same. The only change you could do is if you dragged the middle points along the x or y axis which would create additional polygons.

Theoretically, yes, if you made a triangle it would only be 1 polygon.

You could create a more intricate curve with more polygons by creating a more finely subdivided patch with lots of control points. You can't do any less than the default, since it's self-optimizing.

-patchmeta sets a fixed LoD value so it no longer dynamically changes LoD depending on distance. There may be times when you may want to do this, but then you have no LoD performance benefits.