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Please help with VIS on terrain map

Posted: Fri Sep 17, 2010 3:54 pm
by DeathRock
Hello, friends! I'm starting my first terrain map (not first map at all). And i get stuck with the Vis optimisation, everything i tried doesn't give any useful result, Q3 draws a LOT more tris than really needed.
Can you, please, help me with caulk/hint/etc.. placement or point some articles to read?

Download map here: http://depositfiles.com/files/2qfv8sgnt
(alphamap, shader, textures included, all in one archive with subdirectories)
There's some already placed structural caulk inside hills, and hints - but i'm not sure it's all right :D

P.s. i'm using NetRadiant and Q3Map2 that comes with it

Re: Please help with VIS on terrain map

Posted: Fri Sep 17, 2010 5:14 pm
by obsidian
I'll just write this here since it's as good as any:

Would you please not bump up 3+year old threads? It's rather annoying. Thanks.

Your map won't open in GtkRadiant 1.5.0, maybe it's a NetRadiant compatibility thing (don't know why, they're similar).

Re: Please help with VIS on terrain map

Posted: Sun Sep 19, 2010 7:55 am
by jal_
Maybe it's using alternative texture projection?

Anyway, I haven't checked it, but vis on terrains rarely hides anything from view ever. I don't think there's nothing wrong with the map itself. Q3 is just not designed for terrains.

Re: Please help with VIS on terrain map

Posted: Sun Sep 19, 2010 8:17 pm
by DeathRock
Yes, there is brush primitives (aka alternative texture projection)

"vis on terrains rarely hides anything from view ever. I don't think there's nothing wrong with the map itself. Q3 is just not designed for terrains."
OK, I know. I just asked if there is a "hack" to improve it.

Re: Please help with VIS on terrain map

Posted: Sun Sep 19, 2010 8:29 pm
by Noruen
Yes there is, but it is very difficult. First of all you need to understand what the hintbrush do.