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Q3 Bot Compiles

Posted: Sun May 27, 2007 7:20 pm
by RolShowster
Hi guys, got a couple of questions if you have time?

1) Is there a point where bot clip becomes more processor intensive then a peformance enhancer?

2) Whats the best way of clipping general geometry? I haven't mapped with Quake 3 for about 4 years so I may be a bit behind times. I'm using full clip at the moment, but I remember reading somewhere that its best to make your own shader with "new" surfparms?

3) Has anyone actually made good use of the bump / normal feature on Quake 3 maps, I know its kind of a hack but has anyone had any joy?

Posted: Mon May 28, 2007 1:32 am
by obsidian
1) I don't think botclip ever becomes more processor intensive as long as you are using it to simplify collision data rather than adding to it. For instance, botclip patches to reduce collision surfaces and preferably so that they are axial to the grid. But don't go nuts and try to clip real close to geometry or anything silly. You don't need to botclip anything that is already flat and doesn't have a lot of subdivisions, like floors and such.

2) Fullclip clips both players and weapons-fire, if that's what you want to achieve. Use playerclip for just player collisions.

3) Normal maps are kind of cool, though you do have to scale lightmap resolutions to almost extreme conditions. Quite a few people have done this successfully, just keep in mind that there is a pretty large hit to texture memory usage should you decide to add normal maps to your entire map. But used selectively in certain places to add a bit of accents, it can be quite effective.

Have fun!

Posted: Mon May 28, 2007 12:04 pm
by RolShowster
Thanks for your reply, looks like I'm not doing anything to special!.

Does anyone have any links to maps with the normal mapping feature?

Many thanks again! Hopefully I'll post an update of my game/map once its finished compiling.

Peace

Greg :icon25: