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Cylinder is not round.

Started by DraZiLoX, July 01, 2010, 11:50:22 AM

DraZiLoX

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.



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.)

Redman

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.

DraZiLoX

#2
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.

gimhael

You can influence ingame quality by /r_lodCurveError. I think higher values increase the quality, but I'm not sure.

Draeke

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. 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).

DraZiLoX

#5
But they did work perfectly in GTK-Radiant :p

eDIT: How about bobtoolz polygon builder?


your face

Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

CreatureofHell

Self-clipping has always been the simplest and easiest method to use by far as Draeke points out for small cylinders.
{NoS}StalKer
Quote<Timbo> posting on the trem forums rarely results in anything good

Knowitall66

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.)

DraZiLoX

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.