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quake3 mapping pvs

Posted: Sat Mar 27, 2010 8:23 am
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)

Re: quake3 mapping pvs

Posted: Sat Mar 27, 2010 9:13 am
by Foo
It's by design. Unless you have a compelling, specific reason why the portals will cause a problem, don't sweat it.

Re: quake3 mapping pvs

Posted: Sat Mar 27, 2010 2:35 pm
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.

Re: quake3 mapping pvs

Posted: Sat Mar 27, 2010 11:33 pm
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'