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Clip a Patch Mesh ?
Posted: Sun Aug 20, 2006 8:52 pm
by KD
Is it possible to clip a patch mesh to make an opening into the mountain shown below, or should I use multiple patch meshes and try to align the textures?
ps. Hope everyone is not getting annoyed with my questions.

Posted: Sun Aug 20, 2006 9:15 pm
by Hex
use multiple patch meshes and try to align the textures
Posted: Sun Aug 20, 2006 9:32 pm
by seremtan
and turn on anisotropic filtering while you're at it
Posted: Mon Aug 21, 2006 5:04 pm
by Hipshot
As said, use more than a single, I think you need 8 here to make it look good and snap correct. Select all patches and align the texture correct.
Posted: Tue Aug 22, 2006 5:12 pm
by Plan B
That's gonna be one hell of a job with patches.
Not only getting the textures aligned, but avoiding LOD-cracks, also.
(LOD = Level Of Detail: the way patches are drawn in-game depends on what location you see them from (further away means less polygons).
Patches must join other geometry in a certain way for no cracks to appear.)
I'd just try using brushwork instead of the patches. Gonna be blocky, but solid.
Posted: Tue Aug 22, 2006 7:37 pm
by Shallow
Plan B wrote:I'd just try using brushwork instead of the patches. Gonna be blocky, but solid.
Absolutely! TBH patch terrain usually looks like crap anyway, it seems unnaturally even and lifeless. Brushes or a model is the way to go.
Posted: Tue Aug 22, 2006 8:35 pm
by obsidian
In the long run, brushes are going to be easier. Or if you're a lazy nut, convert the patches to a model and cut out the holes in a modeling program. Tweak as necessary.
Posted: Sat Sep 09, 2006 7:30 pm
by Amorak2
Terrain made from brushes is best but if you really need to use patches then I would suggest you create a simple 3x3 patch and drag the middle into the corners. making it a 2x2 patch. make a buch of these, this way LOD has no effect and it may be easier to make whatever shape you need without having to 3 point clip or using a terraing generator. Corsair is the first person ive seen do this, came out nice.
Posted: Sat Sep 09, 2006 8:43 pm
by unitool
isn't there a way to select patches and set them to never LOD? I remember something like this (from q3map2 maybe), and I was sort of counting on this feature still working.
Posted: Sun Sep 10, 2006 9:52 am
by Shallow
You can compile a bsp containing just the patches you want, baked with the desired -patchmeta level, then convert that to an .ase that you can use as a mapmodel (after tidying it up a bit in a modeling app) to prevent LODing.
Posted: Sun Sep 10, 2006 6:49 pm
by Black_Dog
That's not necessary. -patchmeta alone will "bake" patch geometry into the bsp, and it won't be affected by lod.
Posted: Sun Sep 10, 2006 6:56 pm
by Shallow
Technically yes, however that will bake ALL the meshes, and I assume from unitool's post that he only wants to fix the ones with troublesome LOD behaviour. Baking the whole BSP is a nice lazy fix if you don't care about letting any curves LOD though.