quake3 mapping pvs

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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dshader_t
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Joined: Sat Mar 27, 2010 7:55 am

quake3 mapping pvs

Post by dshader_t »

Hello guys,
Ive created big room with one wall that split it in two areas.. Ive used gtkradiant to create the prt file and view it... now the strange thing, I realised that the map compiler somehow split my portals into several smaller ones.

It seems that there's a limit of z size of a portal (1024), if the portal z size exceeds 1024, then compile splits that portal into smaller ones, but Im not sure...anyway its not necessary and I want to know how to turn it off?
Can anyone tell me how to fix that strange behavoiur ?

edit: another strange thing
Now my room floor z size is smaller than 900, but portals are still splited by z=0 plane.... I dont get it... the problem does not occur when I move my room up( so floor = 0, roof = 900)
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Foo
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Re: quake3 mapping pvs

Post by Foo »

It's by design. Unless you have a compelling, specific reason why the portals will cause a problem, don't sweat it.
obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Re: quake3 mapping pvs

Post by obsidian »

View > Show > Show Blocks shows you where the block splits are. By default, it does create a block every 1024 units on each axis. That's probably a good thing since a lot of optimizations are required by the blocks. You can change it (or disable) with _blocksize in the worldspawn. I don't recommend disabling it though.
[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]
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Foo
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Re: quake3 mapping pvs

Post by Foo »

obsidian wrote:That's probably a good thing since a lot of optimizations are required by the blocks.
Curious about this.... any info on the knock-on effects of turning off the automatic blocks? Are they more than just 'basic vis slicing'
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