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lassev V.I.P.

Joined: Jun 17, 2006 Posts: 1134 Location: Finland
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Title: Degenerate scripter
Game: JKA
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Posted: Sun Feb 07, 2010 8:15 am Post subject: Re: Shattered Func_Groups |
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| 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. |
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Jedi_Mediator Elder

Joined: Aug 01, 2006 Posts: 1221 Location: Sitting Here.
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Posted: Sun Feb 07, 2010 3:44 pm Post subject: Re: Shattered Func_Groups |
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| 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 |
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Pande Too Much Time

Joined: Jul 23, 2007 Posts: 1640 Location: Canada
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Title: Lost Mapper
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Posted: Mon Feb 08, 2010 2:01 am Post subject: Re: Shattered Func_Groups |
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| Heh your right. Sorry for confusing you all. :D |
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lassev V.I.P.

Joined: Jun 17, 2006 Posts: 1134 Location: Finland
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Title: Degenerate scripter
Game: JKA
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Posted: Mon Feb 08, 2010 7:33 am Post subject: Re: Shattered Func_Groups |
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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. |
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Jedi_Mediator Elder

Joined: Aug 01, 2006 Posts: 1221 Location: Sitting Here.
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Game: JKA
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Posted: Mon Feb 08, 2010 12:23 pm Post subject: Re: Shattered Func_Groups |
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| lassev wrote (View Post):
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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.
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Huh? Take another look at the screenies. 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 |
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lassev V.I.P.

Joined: Jun 17, 2006 Posts: 1134 Location: Finland
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Title: Degenerate scripter
Game: JKA
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Posted: Mon Feb 08, 2010 6:39 pm Post subject: Re: Shattered Func_Groups |
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| 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. |
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Jedi_Mediator Elder

Joined: Aug 01, 2006 Posts: 1221 Location: Sitting Here.
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Game: JKA
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Posted: Mon Feb 08, 2010 10:27 pm Post subject: Re: Shattered Func_Groups |
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| 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 |
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lassev V.I.P.

Joined: Jun 17, 2006 Posts: 1134 Location: Finland
Status: Offline
Title: Degenerate scripter
Game: JKA
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Posted: Tue Feb 09, 2010 7:31 am Post subject: Re: Shattered Func_Groups |
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Like Pande posted:
| Pande wrote (View Post):
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If this becomes a serious lag issue, make a second shader for that texture and place q3map_notjunc in it.
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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. |
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Jedi_Mediator Elder

Joined: Aug 01, 2006 Posts: 1221 Location: Sitting Here.
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Posted: Tue Feb 09, 2010 3:33 pm Post subject: Re: Shattered Func_Groups |
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| 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 |
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lassev V.I.P.

Joined: Jun 17, 2006 Posts: 1134 Location: Finland
Status: Offline
Title: Degenerate scripter
Game: JKA
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Posted: Tue Feb 09, 2010 4:53 pm Post subject: Re: Shattered Func_Groups |
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| 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. |
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NAB622 V.I.P.

Joined: Jan 03, 2006 Posts: 1880 Location: I'm smart! I LAMINATED my box!
Status: Offline
Title: Comfortably crazy!
Game: JKA
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Posted: Thu Feb 18, 2010 5:36 pm Post subject: Re: Shattered Func_Groups |
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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
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