Page 1 of 1
Patch stitching...?
Posted: Fri Apr 13, 2012 1:07 pm
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.
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.
Re: Patch stitching...?
Posted: Fri Apr 13, 2012 3:02 pm
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?

Re: Patch stitching...?
Posted: Fri Apr 13, 2012 3:07 pm
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?
Re: Patch stitching...?
Posted: Fri Apr 13, 2012 3:13 pm
by dONKEY
Compile with something like:
bsp -meta -patchmeta -subdivisions 6
??
Re: Patch stitching...?
Posted: Fri Apr 13, 2012 3:31 pm
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.
Re: Patch stitching...?
Posted: Fri Apr 13, 2012 3:56 pm
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:
It never did that last time I looked ingame... Really odd...
Re: Patch stitching...?
Posted: Fri Apr 13, 2012 4:10 pm
by Plan B
n1

But no different compile parameters?
Re: Patch stitching...?
Posted: Fri Apr 13, 2012 4:16 pm
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.
Re: Patch stitching...?
Posted: Fri Apr 13, 2012 4:28 pm
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.
Re: Patch stitching...?
Posted: Sat Apr 14, 2012 12:18 am
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.
Re: Patch stitching...?
Posted: Sun Apr 29, 2012 8:16 pm
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.