Is it possible to make single-faced brushes?
Posted: Thu Jun 11, 2015 12:23 am
I have a bit of a dilemma. I've made a maze, and I've made it out of patches. It uses around 5000 patches. Now, Quake 3 has some kind of issue with patches where, in certain hardware configurations (as far as I know, not necessarily "bad" hardware - it can happen on stuff obviously capable of running Quake 3 properly, even on more ludicrous maps), the frame-rate drops drastically. I don't know what the frame-rates are, but I know that I can force my game to drop to <5 FPS under certain circumstances.
Now, that this is due to the patches is pretty obvious, and pretty easy to prove. I don't know of any way to get around this issue while still using patches, but I do know that Q3MAP2 generates individual brush faces for models with appropriate spawnflags. We also all know that this is incredibly buggy and imperfect, more often than not creating messes of invisible, yet still solid, faces all over the gaff. This usually happens with uneven or angled surfaces - 90 degree squares are pretty friendly with the system. With that said, however, they are invisible faces, and this maze does have 4,096 "cells" with up to 6 sides open, totaling ~25,000 potentially blocked passages. I can't test all these on my own, and I've yet to figure out how I managed to decompile a map with collision-ified models and have them show up as actual brushes in Radiant, so I can't do it a fast way either.
Basically, what I need is a way to create brush faces manually. It's possible, according to Q3MAP2, but Radiant doesn't agree with such a silly statement (or maybe just the .map format; I have no idea about such things). I either need to create individual brush faces manually, fix the FPS issue with patches (even less likely), or figure out what causes Q3MAP2 to spasm whenever it's given a model to create collision from (and fix it). If anyone has any suggestions, I'm all ears. This map has technically been in the making since late 2013, and with all the progress I've made on it, I'm really hoping to finally release another map.
Also, if anyone has any suggestions for more tokens, please let me know! I have 10 right now, and if I remember the limitations of Defrag correctly, I have room for 6 more (though the player will still only have to collect 10 to complete the map). I've ripped models and sounds from several games for this project. Some were easier than others, but they all got easier the more experienced I got with this stuff. It's fun to do, at least until I hit a game like Dishonored, where it has no file system or structure whatsoever, and I end up with thousands of randomly-named .wav files that I have to listen to, one at a time. That sucks.
Here's a preview of the contents of the map, as well as a download link: http://kitteh.msgftw.com/3dmaze/
Now, that this is due to the patches is pretty obvious, and pretty easy to prove. I don't know of any way to get around this issue while still using patches, but I do know that Q3MAP2 generates individual brush faces for models with appropriate spawnflags. We also all know that this is incredibly buggy and imperfect, more often than not creating messes of invisible, yet still solid, faces all over the gaff. This usually happens with uneven or angled surfaces - 90 degree squares are pretty friendly with the system. With that said, however, they are invisible faces, and this maze does have 4,096 "cells" with up to 6 sides open, totaling ~25,000 potentially blocked passages. I can't test all these on my own, and I've yet to figure out how I managed to decompile a map with collision-ified models and have them show up as actual brushes in Radiant, so I can't do it a fast way either.
Basically, what I need is a way to create brush faces manually. It's possible, according to Q3MAP2, but Radiant doesn't agree with such a silly statement (or maybe just the .map format; I have no idea about such things). I either need to create individual brush faces manually, fix the FPS issue with patches (even less likely), or figure out what causes Q3MAP2 to spasm whenever it's given a model to create collision from (and fix it). If anyone has any suggestions, I'm all ears. This map has technically been in the making since late 2013, and with all the progress I've made on it, I'm really hoping to finally release another map.
Also, if anyone has any suggestions for more tokens, please let me know! I have 10 right now, and if I remember the limitations of Defrag correctly, I have room for 6 more (though the player will still only have to collect 10 to complete the map). I've ripped models and sounds from several games for this project. Some were easier than others, but they all got easier the more experienced I got with this stuff. It's fun to do, at least until I hit a game like Dishonored, where it has no file system or structure whatsoever, and I end up with thousands of randomly-named .wav files that I have to listen to, one at a time. That sucks.
Here's a preview of the contents of the map, as well as a download link: http://kitteh.msgftw.com/3dmaze/