Subdivide options in GTKR 1.5
Subdivide options in GTKR 1.5
Where are the subdivision options located within GTK Radiant 1.5? I read a tutorial over at doom3world about adjusting patches to match up on curves, but I can't find the options to adjust the divisions between any of the surface menus patch or regular. I can't find the information in the manual either.
Re: Subdivide options in GTKR 1.5
Select patch, press V.
To add or delete control control points, it's in the curve menu.
To add or delete control control points, it's in the curve menu.
Re: Subdivide options in GTKR 1.5
When I do that it doesn't add more divisions really, just more points to manipulate unless I'm looking at this incorrectly.obsidian wrote:Select patch, press V.
To add or delete control control points, it's in the curve menu.
Re: Subdivide options in GTKR 1.5
yeah sucks radiant isn't a complete modelling program but hey I guess they were going for more simple level building tools. I read you can use 3d packages like blender3d to model your map and then bring it into radiant, over at katsbits website.
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Re: Subdivide options in GTKR 1.5
No, you don't create more tessellations in patches. They are meant to adapt their level of detail (LoD) depending on the distance the player is from the patch. It's one of the ways the game optimize polygons.
Yes, you can create models which you can import into Radiant but models have many limitations. They are nonsolid surfaces and they do not block vis. It is also much more time consuming to work with.
Radiant was never meant to be a modelling program and in many ways, that's a good thing. Brushes and patches have their strengths and weaknesses as do models. Use each to their strengths to compensate for their weaknesses.
Yes, you can create models which you can import into Radiant but models have many limitations. They are nonsolid surfaces and they do not block vis. It is also much more time consuming to work with.
Radiant was never meant to be a modelling program and in many ways, that's a good thing. Brushes and patches have their strengths and weaknesses as do models. Use each to their strengths to compensate for their weaknesses.
Re: Subdivide options in GTKR 1.5
http://www.doom3world.org/phpbb2/viewtopic.php?t=4556
Here is the tutorial in question and what I was trying to do falls at the bottom where he aligns the patches to make a "smoother" curve. I'm pretty sure he's working with an older version of Radiant, but I can't be positive.
Here is the tutorial in question and what I was trying to do falls at the bottom where he aligns the patches to make a "smoother" curve. I'm pretty sure he's working with an older version of Radiant, but I can't be positive.
Re: Subdivide options in GTKR 1.5
Patches will auto-subdivide when the edges touch such as in the construction in the tutorial. The inner/outer wall should adjust themselves to fit the floor, if not in the editor then in the compile.
Re: Subdivide options in GTKR 1.5
That tutorial is using DoomEdit, which is based off of GtkRadiant, but a little different. Doom3 gives you options to control patch tessellation by using the subdivide slider and does not have patch LoD. Quake3 does not since it dynamically changes LoD in game. Even if the tessellated vertexes don't match up in the editor, as long as the control points match, the compiler will merge patches properly in game.
Re: Subdivide options in GTKR 1.5
Should I run -patchmeta instead of just -meta then with the BSP process? Because as it is now it doesn't merge properly in game and you can see gaps in the patches.
Re: Subdivide options in GTKR 1.5
I actually fixed this problem by changing the options for subdivision threshhold to 1 or 2, and going around to problem patch meshes and curves that were not aligned and hitting ctrl N. everything aligned and worked perfectly in game. Strange, I thought ctrl N was only for texture alignment?