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Problem with curves
Posted: Wed Mar 09, 2011 12:56 pm
by snt
Hi there! I'm having troubles with curves and placing textures. Let me explain:
[lvlshot]http://img856.imageshack.us/img856/3029/shot0048.jpg[/lvlshot]
There the square cylinder has a lighter colour than the right one. Are there any solutions? Or it's just a texture/shader problem?
Re: Problem with curves
Posted: Wed Mar 09, 2011 3:49 pm
by obsidian
Are you talking about the bands on the barrel? Make them out of 3 normal cylinder patches, one for the side, one for bottom and one for top.
Re: Problem with curves
Posted: Wed Mar 09, 2011 5:15 pm
by o'dium
Yeah don't use squale cylinders for that, as the surface normals are messed up when joining two together (Which results in the dark shaded effect you see).
As Obs said, just use seperate patches.
Re: Problem with curves
Posted: Wed Mar 09, 2011 6:27 pm
by Plan B
Better yet, for props like barrels, create models.
With this engine's LOD system, I found patches are only useful for very basic geometry, rounding off corners etc.
If you try more complex stuff, you will very likely run into nightmarish time consuming shit, where patch subdivisions don't match up resulting in sparklies, or in this case lighting issues.
Re: Problem with curves
Posted: Wed Mar 09, 2011 10:18 pm
by Bonnebez
Let say you would model your barel, it would give something like this
Because there is a limitation on the number of vertices per surface when exporting a map that contain a model you would then try to separate the belts from the main barel body. It would then result in the barel being lit differently, but still you would get more polys for the belts. Then you might want further more polys for the belts and might have to cut the barel in 2 or more parts etc. But it gives you an idea of what you could get (
http://serge.billault.pagesperso-orange ... /barel.pk3)
In the end it's up to you to decide. There might be some good q3 assets around to find on google.