Tremulous Forum

Media => Mapping Center => Topic started by: DraZiLoX on July 01, 2010, 11:50:22 am

Title: Cylinder is not round.
Post by: DraZiLoX on July 01, 2010, 11:50:22 am
I was using GTK-Radiant, but cause i got problems with it, i changed to NetRadiant. Its much better.

My problem is, that cylinders are not round if they get smaller than 32x32.

(http://dtrem.com/files/cylinders_not_round.png)

First two of those are round enough. But third one...

(oh and sorry again if there was topics like this, search tool is useful, lazyness not.)
Title: Re: Cylinder is not round.
Post by: Redman on July 01, 2010, 12:38:07 pm
If you want better quality cylinders in NetRadiant:
Edit -> Preferences -> Display -> Patches -> Patch Subdivide Threshold

In-game it will be still low quality I think, but I'm not sure.
Title: Re: Cylinder is not round.
Post by: DraZiLoX on July 01, 2010, 12:41:48 pm
Turned it to 1, and it looks good. Turning it 0 will be laggy : D

Ill try if it works in game too :)

eDIT:
You were right, good in radiant, bad in game.
Title: Re: Cylinder is not round.
Post by: gimhael on July 01, 2010, 02:28:12 pm
You can influence ingame quality by /r_lodCurveError. I think higher values increase the quality, but I'm not sure.
Title: Re: Cylinder is not round.
Post by: Draeke on July 01, 2010, 04:33:40 pm
The roundness of patches depends on client settings. The two cvars of interest are r_subdivisions (requires a /vid_restart) and r_lodCurveError. Their defaults for me are 4 and 250 respectively. I find you can get very round patches using values of 1 and 10000 respectively, at the expense of performance.

Mappers have little control over how round patches are going to look for the end user. AFAIK the only work-around for consistently round cylinders is to make them out of a brush by clipping. Here's a link to Taiyo's method. (http://www.haosredro.com/mapping/01-brush-cylinders/index.html) There are some alternative methods but his one is the safest for avoiding in-game problems. Additionally you may want to use a shader with phong shading to give the brush that smooth patch look.

The only situations where I would use brush-clipped cylinders are when patches aren't providing you round enough cylinders (small ones for example), or when using rotating entities (as Taiyo mentions in the link).
Title: Re: Cylinder is not round.
Post by: DraZiLoX on July 01, 2010, 06:18:36 pm
But they did work perfectly in GTK-Radiant :p

eDIT: How about bobtoolz polygon builder?

(http://dtrem.com/files/polygonbuilder.png)
Title: Re: Cylinder is not round.
Post by: your face on July 01, 2010, 08:25:56 pm
Do not use that. :D
Title: Re: Cylinder is not round.
Post by: CreatureofHell on July 01, 2010, 08:59:36 pm
Self-clipping has always been the simplest and easiest method to use by far as Draeke points out for small cylinders.
Title: Re: Cylinder is not round.
Post by: Knowitall66 on July 02, 2010, 03:41:29 am
Ignore how they look in the editor, it's just low poly to make it run faster, in-game it will look fine.
(Semi-Related Note: Ingame the patch meshes look fine up close but as the player gets further away they become lower poly to improve performance.)
Title: Re: Cylinder is not round.
Post by: DraZiLoX on July 02, 2010, 03:50:55 pm
If i make 32x32 units cylinder, in NetRadiant, it looks bad in editor, AND in game.

If i make 32x32 units cylinder, in GTK-Radiant, it looks rood and round in editor, AND in game.