Author Topic: gloom_b2: patch mesh woes  (Read 4702 times)

DarkRogue

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gloom_b2: patch mesh woes
« on: September 17, 2006, 07:02:56 pm »
Quick query here, for those that have used patch meshes and trem is there any way to keep the structures from falling through them? The problem is 90% of the floors in the second beta are natural terrain patch meshes, however in a test I ran when I built on egg on top of the ground the egg fell through to the chaulk brushes underneath, so other than filling these spaces with clip brushes I'm hoping there's a way (or a fix in the existing trem server clients) that stops structures from dropping through patch meshes...

Thanks!
n game name: Xiane

Thorn

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gloom_b2: patch mesh woes
« Reply #1 on: September 17, 2006, 08:53:55 pm »
strange , when i make a patch mesh , it works just fine!

DarkRogue

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gloom_b2: patch mesh woes
« Reply #2 on: September 17, 2006, 09:04:46 pm »
the patch mesh itself works. And worked fine before I closed all the leaks but now eggs placed on the patch mesh fall through it for some odd reason to lay on the nearby caulk brush underneath. I think the problem is much like the one on transit where eggs can be placed under that curving ramp. Am not sure if all the server clients have the fix for this or if it'll require as I mentioned putting tons of clip brushes under the uneven 'ground'.
n game name: Xiane

krom

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gloom_b2: patch mesh woes
« Reply #3 on: September 17, 2006, 10:38:57 pm »
You can rougly fill the patch mesh with a brush textured with fullclip texture.

Lava Croft

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gloom_b2: patch mesh woes
« Reply #4 on: September 17, 2006, 11:11:57 pm »
You will have to wait for the next release of Tremulous to make crap stop falling through curve patches at random.

I cannot post here without saying to you that you should stop converting these so-so Q2Gloom maps to abominations of Tremulous maps. Just stop.

DarkRogue

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gloom_b2: patch mesh woes
« Reply #5 on: September 18, 2006, 12:12:59 am »
~Chuckles~ yeah was kinda afraid of that, know on AKKA r1ch had fixed the issue on transit but wasn't sure if the fix was universal or just some code targetting specific maps. Guess I'll put this one to the back burner for the moment.

As for abominations, some seem to enjoy them much like any map is all a matter of taste. As for being so-so q2gloom maps....infested caverns more so than infested pump station is a staple. I don't think there's a gloom server that didn't run some version of it :P
n game name: Xiane

Maltagearion

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gloom_b2: patch mesh woes
« Reply #6 on: September 18, 2006, 03:48:47 am »
Lava is just a faggot, don't listen to him. :)

DarkRogue

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gloom_b2: patch mesh woes
« Reply #7 on: September 18, 2006, 01:23:05 pm »
Quote from: "krom"
You can rougly fill the patch mesh with a brush textured with fullclip texture.


YEah I realize I had this option just is a pain to try and fill raising and falling terrain with clip brushes, but here's a thought: would the patch mesh issue still be present if I cloned the patch mesh and gave it the clip texture and set it one unit below the existing mesh or would the clip patch catch the structures that fell through the textured mesh?
n game name: Xiane

krom

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gloom_b2: patch mesh woes
« Reply #8 on: September 21, 2006, 12:54:51 pm »
Looks like a good idea.

Lava Croft

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gloom_b2: patch mesh woes
« Reply #9 on: September 21, 2006, 02:32:14 pm »
Xiane, it wasn't meant as personal attack on your work. I just think you should put your creativity to real use, instead of recycling old maps. You know that your gloom.bsp for Trem can never even come close to gloom.bsp for Q2Gloom. You just cannot touch such maps, and not just because some of them are abominations when they were made for Q2Gloom (gloom.bsp anyone). I just would like to see more original work, instead of taking the safe route of recycling. I'm just curious as to what you would produce if you weren't restrained by the original maps.

About the patches, I would advice you to wait until next Trem release to release your map, I know I will. For testing purposes I will clip up most patches, but patches just don't really work well in the current version of Trem. I think it would be pretty cool to have a host of new maps being released around the same time as the new version of Trem is released.