•  Map-Craft Tutorials  •  Forums  •  Profile  •  Members List  •  Private Messages  •  Logout  •  

Menu   

 

HomeHome  
    Home
Map-Craft  
    Forums
    Tutorials New
    Reviews
    Site Map
    Site Search
Members  
    Your Account
    Shout Box
Files, Links & Docs  
News & Stats  
    News Archive
    Submit News
    Top Read Stories
Other  

Shout Box   

 


Only registered users can shout. Please login or create an account.

Latest 10 Tutorials   

 

Tool Box   

 


Google Powered
Google Map-Craft
Google Web


Site search

Forum search

Advanced Forum Search


Translate this page:




Search for at
www.map-craft.com Advanced Search
Shattered Func_Groups
Goto page Previous  1, 2
Post new topic  Reply to topic  printer-friendly view www.map-craft.com Forum Index -> JK Editing Discussion
View previous topic :: View next topic
Author Message
lassev
V.I.P.
V.I.P.



Joined: Jun 17, 2006
Posts: 1134
Location: Finland

Status: Offline
Title: Degenerate scripter
Game: JKA
PostPosted: Sun Feb 07, 2010 8:15 am Post subject: Re: Shattered Func_Groups Reply with quote

If you think about it, splitting a brush face like that has got nothing to do with the VIS process. VIS doesn't care about tris (polygons) anyway as it creates its own leaf nodes, which do not follow at all how you cut your own brushes (at least I don't think it cares). However, since the rendering engine is based on triangles, you can see how it handles the floor and the various wall shapes when you look at the picture showing the "problem".


Punks in a house.
Back to top
View user's profile Send private message Visit poster's website
Jedi_Mediator
Elder
Elder



Joined: Aug 01, 2006
Posts: 1221
Location: Sitting Here.

Status: Offline
Game: JKA
PostPosted: Sun Feb 07, 2010 3:44 pm Post subject: Re: Shattered Func_Groups Reply with quote

I couldn't think of how it would help VIS, either. But how do I get it to stop splitting the faces like this? I'm not sure I've ever had this problem before...maybe I just didn't notice it? It creates a whole lot of unnecessary tris that should be eliminated if possible, so hopefully there is a way to fix it.




Prolong your life! A day of routine lasts a minute; a day of variety lasts a year.   ~Me

[/rant]   I'm done now...     ~NAB622

I don't think in my mind, I think inside forum posts. :D  ~Pande
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Pande
Too Much Time
Too Much Time



Joined: Jul 23, 2007
Posts: 1640
Location: Canada

Status: Offline
Title: Lost Mapper
Game: Multiple
PostPosted: Mon Feb 08, 2010 2:01 am Post subject: Re: Shattered Func_Groups Reply with quote

Heh your right. Sorry for confusing you all. :D


Back to top
View user's profile Send private message Send e-mail Visit poster's website MSN Messenger
lassev
V.I.P.
V.I.P.



Joined: Jun 17, 2006
Posts: 1134
Location: Finland

Status: Offline
Title: Degenerate scripter
Game: JKA
PostPosted: Mon Feb 08, 2010 7:33 am Post subject: Re: Shattered Func_Groups Reply with quote

The floor is always going to be split in a number of triangles if the lower portion of the wall touching it isn't just a single horizontal brush but multiple vertical ones. That's the t-junction fixing in practice as q3map2 will only allow a triangle side to touch one other triange side. So, many brushes lining the edge of a longer brush will split the longer brush in as many triagnles.

However, how to prevent that starry splitting scheme is another matter. I'm sure it's actually a result of a particular condition. Whether it really has any extra tris, though, is an entirely different matter. I suppose you could manually split the floor to two parts and see how that would affect the t-junction splitting. However, no matter what you do, as long as the walls have multiple vertical elements touching the floor, you are going to get multiple splits as well.


Punks in a house.
Back to top
View user's profile Send private message Visit poster's website
Jedi_Mediator
Elder
Elder



Joined: Aug 01, 2006
Posts: 1221
Location: Sitting Here.

Status: Offline
Game: JKA
PostPosted: Mon Feb 08, 2010 12:23 pm Post subject: Re: Shattered Func_Groups Reply with quote

lassev wrote (View Post):
However, how to prevent that starry splitting scheme is another matter. I'm sure it's actually a result of a particular condition. Whether it really has any extra tris, though, is an entirely different matter.


Huh? Take another look at the screenies. Razz Those look like loads of extra tris to me.

Hmm. Well, if that's the final verdict, I guess I'll just have to keep it in mind for the future...




Prolong your life! A day of routine lasts a minute; a day of variety lasts a year.   ~Me

[/rant]   I'm done now...     ~NAB622

I don't think in my mind, I think inside forum posts. :D  ~Pande
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
lassev
V.I.P.
V.I.P.



Joined: Jun 17, 2006
Posts: 1134
Location: Finland

Status: Offline
Title: Degenerate scripter
Game: JKA
PostPosted: Mon Feb 08, 2010 6:39 pm Post subject: Re: Shattered Func_Groups Reply with quote

I suppose something like in my attached shot is the scene we mostly are used to seeing, but if you begin to count the triangles, there isn't that much difference, I think. I don't really feel like trying to hunt for the condition for getting the star shape, but I'm sure there's a specific one.


Punks in a house.
Back to top
View user's profile Send private message Visit poster's website
Jedi_Mediator
Elder
Elder



Joined: Aug 01, 2006
Posts: 1221
Location: Sitting Here.

Status: Offline
Game: JKA
PostPosted: Mon Feb 08, 2010 10:27 pm Post subject: Re: Shattered Func_Groups Reply with quote

So there's no way to get around this? No special strategy to get the same/similar look without the extra tris?




Prolong your life! A day of routine lasts a minute; a day of variety lasts a year.   ~Me

[/rant]   I'm done now...     ~NAB622

I don't think in my mind, I think inside forum posts. :D  ~Pande
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
lassev
V.I.P.
V.I.P.



Joined: Jun 17, 2006
Posts: 1134
Location: Finland

Status: Offline
Title: Degenerate scripter
Game: JKA
PostPosted: Tue Feb 09, 2010 7:31 am Post subject: Re: Shattered Func_Groups Reply with quote

Like Pande posted:
Pande wrote (View Post):
If this becomes a serious lag issue, make a second shader for that texture and place q3map_notjunc in it.


However, if you opt to use that, be sure to inspect the room carefully afterwards to check you didn't get new problems to replace the old one. In the end the j-junction fixing is serving a very fundamental aspect in the Quake III engine and thus removing it might work against you.


Punks in a house.
Back to top
View user's profile Send private message Visit poster's website
Jedi_Mediator
Elder
Elder



Joined: Aug 01, 2006
Posts: 1221
Location: Sitting Here.

Status: Offline
Game: JKA
PostPosted: Tue Feb 09, 2010 3:33 pm Post subject: Re: Shattered Func_Groups Reply with quote

Oh, okay. When you said it didn't have anything to do with t-junctions, I thought that negated Pande's q3map_notjunc advice, as well.




Prolong your life! A day of routine lasts a minute; a day of variety lasts a year.   ~Me

[/rant]   I'm done now...     ~NAB622

I don't think in my mind, I think inside forum posts. :D  ~Pande
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
lassev
V.I.P.
V.I.P.



Joined: Jun 17, 2006
Posts: 1134
Location: Finland

Status: Offline
Title: Degenerate scripter
Game: JKA
PostPosted: Tue Feb 09, 2010 4:53 pm Post subject: Re: Shattered Func_Groups Reply with quote

Who said? I was saying from the beginning it's connected to t-junctions, even before Pande's post. T-junctions have got nothing to do with VIS, though. VIS is about lessening the burden on the engine by making sure only the visible parts of the map are drawn, t-junction fixing is about avoiding sparklies and other adverse effects caused by adjoining edges not meeting perfectly. The Quake engine is based on a singe triange edge meeting another single triangle enge. Under those conditions it can ensure the textures meet perfectly: Nothing is visible from behind or no pixel is drawn on top of another.


Punks in a house.
Back to top
View user's profile Send private message Visit poster's website
NAB622
V.I.P.
V.I.P.



Joined: Jan 03, 2006
Posts: 1880
Location: I'm smart! I LAMINATED my box!

Status: Offline
Title: Comfortably crazy!
Game: JKA
PostPosted: Thu Feb 18, 2010 5:36 pm Post subject: Re: Shattered Func_Groups Reply with quote

Whoops, missed the entire second page. Bad me.

*post removed*


I have no idea how the Raven mappers didn't end up strangling the programmers. They must work in separate buildings with incompatible keycards...  -lassev


Ya but that was where NAB was going like 'hey thats nice'. Here I'm like 'brain just made a connection'. :D -Pande
Back to top
View user's profile Send private message Visit poster's website AIM Address MSN Messenger
Display posts from previous:
Post new topic  Reply to topic   printer-friendly view www.map-craft.com Forum Index ->  JK Editing Discussion Time synchronized with your computer time
Goto page Previous  1, 2
Page 2 of 2


Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You cannot download files in this forum




Powered by phpBB © 2001, 2006 phpBB Group




PHP-Nuke Copyright © 2006 by Francisco Burzi.
All logos, trademarks and posts in this site are property of their respective owners, all the rest © 2006 by the site owner.
Powered by Nuke-Evolution.

This site is cached. Click here to update the cache.
[ Page Generation: 0.51 Seconds | Memory Usage: 6.33 MB | DB Queries: 62 ]