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Author Topic:   On Mittering - Some visuals
AE-on
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posted 05-23-2003 07:00 PM          
In the http://www.quake3world.com/ubb/Forum6/HTML/025625.html? thread we got into the mittering discussion. Since I am more of a visual person - and I couldn't sleep - see the below shots for a real world example of mittering benefits:

Edit Intro: Why 'manually' mitter in the first place? This has to do with how q3map2 takes appart rectangles (our standard brush face). These need to be turned into triangles for the engine to be able to handle them. In an ideal case one rectangle would be cut up into exactly 2 triangles. Alas in the real world there are some complications, e.g. touching vertices. So it can help to manually cut up brushes... this is called mittering.

Pre Mittering (46 tris in blue frame)

Note the cut-up floor ornaments. The outer blue frame marks the area we are interested in. Light blue lines denote the axial cuts I used before mittering. As you can see I am using axial brushes, this leads to 46 tris.

Post Mittering (26 tris in red frame)

If we 'move' the light blue cuts to where the yellow cuts are in the 2nd shot, e.g. apply the (45 degree) mittering, the tris count will go down to 26. A 56% saving in tris.

Since I have 6 places in my map where I use this floor ornament, that would be 120 tris saved.

Is this worth it... in most cases probably not, if your tris counts are under 8-9k anyway. But if you are starving to reduce your tris counts, this will definately help.

Hope that clears up a few things and help the uncertain (like me just a few hours ago) to take another shot at mittering.

AEon

[This message has been edited by AE-on : 05-23-2003.]

Orisis
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posted 05-24-2003 01:39 AM     Click Here to See the Profile for Orisis    Click Here to Email Orisis 
wow thats like explaned alot in how i could be able to save tris on my maps...! thnx

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scourge34
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posted 05-24-2003 02:05 AM     Click Here to See the Profile for scourge34    Click Here to Email scourge34 UIN: 146524664UIN: 146524664 
I use mitering quite a bit. It's basically second nature for me to use it. I find it simplifies things alot for me and as you've shown, helps with tris count. I got into it almost as soon as I started making maps. Same with building with caulk and texturing only seen faces.

Very interesting read.

Vegard
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posted 05-24-2003 02:06 AM          
What is excactly much tris, i've been mapping for 4 years now and in the last year i first heard of all this talking about r-speeds and tris ASO.
/thx to this board

Just wondered what a high amount of tris is and a high amount of r_speeds

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krekits
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posted 05-24-2003 02:22 AM     Click Here to See the Profile for krekits Visit krekits's Homepage!   Click Here to Email krekits 
What scourge34 said.


AE-on
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posted 05-24-2003 02:34 AM          
Glad the above helped a bit.

Vegard,

there is another thread in this forum, where the r_speeds where discussed. In essence they decided that the right-most r_speeds value (left of the word tris) should be less than 10k (10000). Then the map should run well on the hardware that was available when was released. Note that was several years back.

Some folks point out that these counts should actually be upped, since we just about all have better hardware now. But the consensus was again to be conservative and stick to the 10k.

It was also pointed out that if you do indeed have 10k r_speeds in a map, that this is already too high, since in the 'live' game you will have player models, and gibs, and bullet ejects and explosions. These will up the r_speeds significantly. So the suggestion was to be even more conservative and try to build maps - with *all* entities (health, armour, ammo etc.) in the map - topping out at about 7-8k leaving some 2-3k for all the player models etc. stuff for the 'live' action.

As ydnar recently pointed out though. r_speeds are not all, if you use evil multi-level shaders - a *lot* - your r_speeds may be low, but the gfx hardware may not be able to draw the scenes fast enough, so that ultimately you should keep an eye on the FPS (frags per second, cg_drawfps 1) value.

At least that is as much as I have gathered these past weeks.

AEon

krekits
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posted 05-24-2003 03:46 AM     Click Here to See the Profile for krekits Visit krekits's Homepage!   Click Here to Email krekits 
quote:
Originally posted by AE-on:
the FPS (frags per second

FPS = frames per second

AE-on
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posted 05-24-2003 04:01 AM          
hehehehe...

I had that confused with FPH, frags per hour, cause that's what really counts

AEon

-=skOre=-
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posted 05-24-2003 06:10 AM     Click Here to See the Profile for -=skOre=- Visit -=skOre=-'s Homepage!   Click Here to Email -=skOre=- UIN: 157575737UIN: 157575737 
Yes, mittering is _the_ technique if you want to save tris,
I do technical reviews on DTeam from time to time,
and about the half of all advises I give are about mittering,
>example<

its a shame, that even many id maps are not using this technique as it is so essential...
I always wanted to do a tut about that, but was to lazy...

[This message has been edited by -=skOre=- : 05-24-2003.]

AE-on
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posted 05-24-2003 06:52 AM          
As obsidian pointed out a few times. We should never forget that we hat more than 3 years to figure out stuff like that. id was trying to get done back then

Edit: That might actually be a funny thing to do for a competition. Optimize one of id's sample maps, q3dm7 has my vote, then we would need so way to run a demo in the map, that will average the number of tris seen over the time of the demo. This way one could see who optimized the map the best

That brings up another thought. Is there a value in q3map2 console output, that would show the total number of tris in a map? I was thinking of a quick lookup to see if the caulking / mittering one did actually worked as intended.

AEon

[This message has been edited by AE-on : 05-24-2003.]

-=skOre=-
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posted 05-24-2003 06:56 AM     Click Here to See the Profile for -=skOre=- Visit -=skOre=-'s Homepage!   Click Here to Email -=skOre=- UIN: 157575737UIN: 157575737 
Heh, thats right, but when I figured it myself out one year ago or so, I found it funny to walk around in id maps and be picky about it


AE-on
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posted 05-24-2003 06:58 AM          
I remember trying to understand hint brushes, back then by walking through q3dm7 and did not.

AEon

skinNCNmaster
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posted 05-24-2003 08:35 PM     Click Here to See the Profile for skinNCNmaster Visit skinNCNmaster's Homepage!   Click Here to Email skinNCNmaster UIN: 175895439UIN: 175895439 
You could actually cut out four more tris in your example above AEon..

AE-on
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posted 05-24-2003 09:20 PM          
In the middle ring of tris? Where there are 3 instead of 2 tris counts per face?

Edit: Don't see it. Might you want to draw us a picture on this? Thanx

AEon

[This message has been edited by AE-on : 05-24-2003.]

krekits
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posted 05-25-2003 04:15 AM     Click Here to See the Profile for krekits Visit krekits's Homepage!   Click Here to Email krekits 
I don't know about four, but at least two.



Ziggurat
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posted 05-25-2003 04:47 AM     Click Here to See the Profile for Ziggurat    Click Here to Email Ziggurat 
you could also use your existing textures to make a custom texture for the middle square, and then just apply it onto 1 brush. that'd only be 2 tris, and it would also remove 1 tris from each of the adjacent pieces. that'd remove.. 8 tris?

this would however force you to use regular light entities (assuming yours in the middle are surfacelight ones)

[This message has been edited by Ziggurat : 05-25-2003.]

AE-on
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posted 05-25-2003 05:01 AM          
krekits,

you are right, I had actually mittered the above greyish floor ornament, but must have forgotten to csg merge them. This would indeed save 2 more tris.

On the texture merging, now wouldn't that be cheating

AEon

Truthful Liar
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posted 05-25-2003 12:07 PM     Click Here to See the Profile for Truthful Liar Visit Truthful Liar's Homepage!   Click Here to Email Truthful Liar 
quote:
Originally posted by Ziggurat:
this would however force you to use regular light entities (assuming yours in the middle are surfacelight ones)

You could write up a new shader for this.

AE-on
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posted 05-25-2003 01:42 PM          
The gag at this point was, that I wanted to use the existing blue light shaders, in a floor ornament texture that did not have lighting.

If I really wanted to plan this out, I could build a new texture, build a blend channel and have the blue light shader working.

But we should hold our horses . Since there is the issue of time invested vs. gain. E.g. gain 10-20 tris maybe, by spending hours to build a new texture/shader?

But you folks are right, it would work and would save tris.

AEon

P.S. yes I am lazy

Ziggurat
Grunt

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posted 05-25-2003 06:53 PM     Click Here to See the Profile for Ziggurat    Click Here to Email Ziggurat 
I remember a bunch of q1 maps that always used custom textures like that. Headshot was probably the biggest offender! I personally think it's a great idea though


AE-on
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posted 05-25-2003 07:07 PM          
Possibly I even remembered such texture usage from q1/q2. I am pretty sure Sock intented this to be done, because it can't be coincidence that light size and floor ornament size are the same.

AEon

droppy
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posted 05-26-2003 03:56 AM     Click Here to See the Profile for droppy     
quote:
Originally posted by AE-on:
The gag at this point was, that I wanted to use the existing blue light shaders, in a floor ornament texture that did not have lighting.

If I really wanted to plan this out, I could build a new texture, build a blend channel and have the blue light shader working.

But we should hold our horses . Since there is the issue of time invested vs. gain. E.g. gain 10-20 tris maybe, by spending hours to build a new texture/shader?

But you folks are right, it would work and would save tris.

AEon

P.S. yes I am lazy


Agreed.
Time seems to be money.

[This message has been edited by droppy : 05-26-2003.]

AE-on
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posted 05-26-2003 04:25 AM          
Alas not money, more likely nerves

AEon

Vegard
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posted 05-26-2003 04:59 AM          
Is it good mapping to use mittering every its possible?
Or is there some places where "a better solution can take place"?


ribgib
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posted 05-26-2003 06:32 AM     Click Here to See the Profile for ribgib    Click Here to Email ribgib 
quote:
Originally posted by Vegard:
Is it good mapping to use mittering every its possible?
Or is there some places where "a better solution can take place"?

Use of mitering is not recommended on structural brushes, because it overcomplicates the BSP.

http://www.mastahuk.com/index2.php?map=miter

[This message has been edited by ribgib : 05-26-2003.]

AE-on
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posted 05-26-2003 06:53 AM          
Hmmm not sure this is really the case. But could be.

The best way to check if mittering was the good thing to do is to run through the map with r_showtris turned on. There are cases where you can actually make things worse, mittering, because to default 'tris' generation of q3map2 is doing a better job.

In a room that had FPS problems, I actually checked and rechecked r_showtris, to reduce the number of tris, via caulking and mittering.

AEon

[This message has been edited by AE-on : 05-26-2003.]

obsidian
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posted 05-26-2003 06:54 AM     Click Here to See the Profile for obsidian Visit obsidian's Homepage!   Click Here to Email obsidian UIN: 102149590UIN: 102149590 
quote:
Originally posted by ribgib:
Use of mitering is not recommended on structural brushes, because it overcomplicates the BSP.

http://www.mastahuk.com/index2.php?map=miter


Not by much and do this only if you're using the caulk-hull method.

Only the invisible structural caulk is not mitered if using the caulk-hull. All other detail and drawn structural brushes should be mitered.

quote:
Originally posted by AE-on:
There are cases where you can actually make things worse, mittering, because to default 'tris' generation of q3map2 is doing a better job.

Not really. If you're not sure or don't understand what you're doing, then certainly that's the case. But if you really understand how q3 generates tris, then you can always miter in a correct way to get the same or less tris.

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[This message has been edited by obsidian : 05-26-2003.]

Vegard
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posted 05-26-2003 07:14 AM          
When i look a map in r_showtris, is few triangles good?
I've never really understand it
So much white borders, omg im getting dizzy

*grab a cup of coffe and breath slowly in and out*

there!..
Back as normal..gotta be prepared for the next look.



AE-on
UnRegistered
posted 05-26-2003 07:57 AM          
Obsidian,

I was indeed trying to refer to the not knowing what you are doing sort of clipping.

Vangard,

fewer is better . But I have been finding out that tris is not all, as ydnar recently pointed out. I had r_speeds of 5-6K in a room but the FPS hit was still significant... as it turns out fog is evil

AEon

krekits
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posted 05-26-2003 11:42 AM     Click Here to See the Profile for krekits Visit krekits's Homepage!   Click Here to Email krekits 
quote:
Originally posted by obsidian:
Only the invisible structural caulk is not mitered if using the caulk-hull. All other detail and drawn structural brushes should be mitered.

I disagree to a certain extent. Could you please explain why you think so?

skinNCNmaster
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posted 05-26-2003 06:16 PM     Click Here to See the Profile for skinNCNmaster Visit skinNCNmaster's Homepage!   Click Here to Email skinNCNmaster UIN: 175895439UIN: 175895439 
Woops,, i erred, i see..

I see now that you used half a texture tile in each of four triangles rather than doin a bit of editing to create a single tex usable on a square face. You could cut a lot of tris from this.. but it is a mitering example after all.

Here are three of my maps for use in this thread. You'll have to find/replace the textures that are missing, or download the maps from infosprite if you want the original textures. A readme is included to help you out.
http://www.montrealserai.com/mitering-example-maps.zip

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  • AE-on
    UnRegistered
    posted 05-27-2003 04:50 AM          
    Ahh

    Still would rock if you could take shots of 3-4 places where clever mittering was happening. Yes, I am a junky for shots

    AEon

    [This message has been edited by AE-on : 05-27-2003.]

    obsidian
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    posted 05-27-2003 06:59 AM     Click Here to See the Profile for obsidian Visit obsidian's Homepage!   Click Here to Email obsidian UIN: 102149590UIN: 102149590 
    quote:
    Originally posted by krekits:
    I disagree to a certain extent. Could you please explain why you think so?

    All I was trying to say was that if you're using the caulk-hull method, you are supposed to, in theory, create all the textured stuff as mitered detail brushes while the hull should be unmitered structural caulk. It is possible to not follow this rule if you know what you're doing, but if you don't then you risk overdraw, extra tris, z-fighting, etc, etc.

    If you look at Q's sample map, he doesn't miter some of his corners but has caulk on the untextured sides to prevent z-fighting. Q does this because he knows what he's doing, but I wouldn't recommend it to someone who doesn't fully understand Q's method, as they are most likely to make mistakes.

    [This message has been edited by obsidian : 05-27-2003.]

    skinNCNmaster
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    posted 05-27-2003 11:31 AM     Click Here to See the Profile for skinNCNmaster Visit skinNCNmaster's Homepage!   Click Here to Email skinNCNmaster UIN: 175895439UIN: 175895439 
    as requested.:



    This one illustrates what I had to do to my floor to reduce tris. The floor created many tris before my splitting was performed.

    here's the same are from a lower angle with details and entities turned on.


    krekits
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    posted 05-27-2003 12:10 PM     Click Here to See the Profile for krekits Visit krekits's Homepage!   Click Here to Email krekits 
    @ obsidian: I see, that clarifies your thoughts. There's nothing though that stops even detail brushes from overlapping without causing problems you mention (overdraw, z-fighting, extra tris). As you put it, one needs to understand what one is doing. It will get a tad messy in the editor, but it's easy to rectify by filtering out caulk (stops in-editor z-fighting). Since mitering is somewhat time consuming I sometimes use the non-mitering method (see below).

    I put up a page some time ago to demonstrate this, people interested in a technique that does not involve mitering but still keeps triangle count down might want to check it out:

    link here

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