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Return of the Sparklies

Posted: Tue May 16, 2006 10:51 am
by AEon
Working on AEtour - a map based on concentric circles - using patches all the way...

There is one area where the arcs touch right angled walls. Trouble is the arcs on the curve have "vertices", when trying to "map" them onto a straight line I get sparklies. All the simple patch meshes I use are 3x3, maybe 3x5 would help here?

This is the part in question:

Image

In yellow you can see the floor plate I use (1/16th of a circle), in light green you see the simple patch mesh that snugly joins the yellow plate and *also* has to join the straight wall in light blue. The red dots denote the areas where the sparklies will show up.


What I would need to do is move all the red dots to where the orange circle marks a vertex. Endcaps for bevel do this.

I tried manipulating/merging vertices on the light green patch, but that never worked.



Here a shot of the sample map:

Image

Map sample, using default Q3A textures:
Hopefully someone can download the map sample, fix the patch problem, and upload it?

Thanx.

Posted: Tue May 16, 2006 4:49 pm
by Kat
Try this. To be honest, you're using patches here in a way they weren't particularly designed for so you're bound to run into a few problems.

Posted: Tue May 16, 2006 5:03 pm
by AEon
I had been thinking of doing that. But from the editors point of view this does not fix the problem.

But I will test it in-game.

Thanx.

BTW: Since Wildfly is doing the Q4 version, I have gone Q3A all the way. That corner is now another concentric ring outward.

Posted: Tue May 16, 2006 5:14 pm
by Kat
I forgot to group the mesh sections, try doing that as well.

Posted: Tue May 16, 2006 5:39 pm
by Plan B
Your floor's verts on X = -624 don't join up.

But even if they would, you won't be able to merge all 4 floor patches.

I'd suggest replacing the 'square' floor patch with a brush, joining those verts I mentioned and see how you fare, but somehow I'm not convinced this would resolve issues with this kind of patch warpage :)

(Sorry: no FTP-uploader handy so no pics)

Posted: Tue May 16, 2006 5:58 pm
by Foo
Plan B wrote:Your floor's verts on X = -624 don't join up.

But even if they would, you won't be able to merge all 4 floor patches.

I'd suggest replacing the 'square' floor patch with a brush, joining those verts I mentioned and see how you fare, but somehow I'm not convinced this would resolve issues with this kind of patch warpage :)

(Sorry: no FTP-uploader handy so no pics)
http://www.imageshack.us

Posted: Tue May 16, 2006 6:07 pm
by Plan B
Image

ta foo :)


EDIT:

Christ, that came out shitty.
But you get the gist of it.

Posted: Tue May 16, 2006 6:31 pm
by AEon
Plan B,
sigh must have been the only time in those hundreds of patches where I did not align the pink vertices as well :)

Well since I changed the map it's no longer a problem.

But will keep on testing.

Posted: Tue May 16, 2006 7:33 pm
by AEon
Kat wrote:Try this. To be honest, you're using patches here in a way they weren't particularly designed for so you're bound to run into a few problems.
No idea if the grouping actually did it, but can't see the sparklies any longer... neat.

:cool:

Posted: Tue May 16, 2006 7:37 pm
by o'dium
Shouldn't patch stitching fix this? What compiler are you using?

Posted: Tue May 16, 2006 9:06 pm
by AEon
I am using:
  • Q3Map (ydnar) - v2.5.16 (q3map2)
With this batch file:

Code: Select all

call cd "E:\Games\Quake3\baseq3\maps"

call "E:\Games\!q3map2\q3map2.exe" -v -meta -skyfix "E:\Games\Quake3\baseq3\maps\%1.map"

call "E:\Games\!q3map2\q3map2.exe" -vis -saveprt -threads 1 "E:\Games\Quake3\baseq3\maps\%1.map"

call "E:\Games\!q3map2\q3map2.exe" -v -light -fast -patchshadows -samples 2 -bounce 8 -shade -threads 1 "E:\Games\Quake3\baseq3\maps\%1.map"

call E:\Games\Quake3\Radiant\bspc.exe -bsp2aas "E:\Games\Quake3\baseq3\maps\%1.bsp" -forcesidesvisible -optimize

call cd "E:\Games\Quake3\Radiant-bat"