Tremulous Forum
Media => Mapping Center => Topic started by: DraZiLoX on July 01, 2010, 11:50:22 am
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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.)
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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.
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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.
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You can influence ingame quality by /r_lodCurveError. I think higher values increase the quality, but I'm not sure.
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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).
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But they did work perfectly in GTK-Radiant :p
eDIT: How about bobtoolz polygon builder?
(http://dtrem.com/files/polygonbuilder.png)
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Do not use that. :D
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Self-clipping has always been the simplest and easiest method to use by far as Draeke points out for small cylinders.
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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.)
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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.