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Author
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Topic: Sample Map: An explination (large images)
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Quakin' UnRegistered |
posted 02-20-2002 11:34 AM
That 2 hours was mostly light. 4 bounces Q
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Shuhite Mercenary
Posts: 243 Registered: Mar 2000 |
posted 02-21-2002 10:45 AM  - Quake3World.com Forums_Page2_files/online.dll.download)
Wow. OK I've read the original message on this thread at least 3 or 4 times, not to mention re-reading small portions, and then the rest of it at least once per reply. This has to be the most descriptive and helpful thread I've ever read (I haven't read too many of em) for the topic of basic design. For me, I would like to start mapping efficiently rather than map inefficiently for a long time and then learn later on the better ways...Hey Quakin', I can take this thread and html-ize it if you want me to...
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Shuhite Mercenary
Posts: 243 Registered: Mar 2000 |
posted 02-21-2002 11:30 AM  - Quake3World.com Forums_Page2_files/online.dll.download)
Quakin', quick question.Why is it that you used/use two or three detail brushes for the different faces? What makes that any better than just using one structural caulk brush and one detail brush with textured faces?
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Quakin' UnRegistered |
posted 02-21-2002 12:12 PM
The beams were built like that to avoid having texture pass behind the cross beams while at the same time keeping tris to a minimum. That brushwork is all detail. If 1 brush had been used there would be 6 visible tris but there would be overdraw. If the beam had been broken in 3 with the cross beams having triangular points breaking the main beam there would have been 18 tris and no overdraw. This way there are 10 tris and no overdraw. Its the mose efficient way to build if you intend to avoid overdraw and the potential of z-fighting in 16 bit mode. In that small room z-fighting was unlikely but on the beams in the big rooms it would have definatly happened. There are up to 4 brushes overlapping in parts of the beams in the main room. Q
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Shuhite Mercenary
Posts: 243 Registered: Mar 2000 |
posted 02-21-2002 01:40 PM  - Quake3World.com Forums_Page2_files/online.dll.download)
no such thing as stupid questions... just stupid people!So Quakin' I guess I don't follow "overdraw"... what does that mean? And by tris I assume you're abbreviating triangles... for a few minutes I was like "tris... tris.." (pronounced "triss ... triz? tries... hmm.."). Why would z-fighting occur in the case of 1 caulk structure and 1 textured detail brush in the same place? Are you also saying that when it draws one face of a brush, it draws all of them? Alrighty then... more questions from a stupid person. I eagerly await your reply to my mail, as well  - Quake3World.com Forums_Page2_files/wink.gif)
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MopAn The Afflicted
Posts: 749 Registered: Feb 2001 |
posted 02-21-2002 02:09 PM  - Quake3World.com Forums_Page2_files/online.dll(1).download)
Quakin, this is absolutely unbelievable! I've read all the posts to this thread first time and i have to say: cool! Your work is really some kind of art and fundamental basic of whats technical going on. I don't think that this would left me untouched. I have to reflect upon all the stuff i've learnt. It will keep that much more time to publish my latest project. I'm newb... ------------------ MopAn
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Quakin' UnRegistered |
posted 02-21-2002 03:02 PM
quote:
Originally posted by Shuhite: no such thing as stupid questions... just stupid people!So Quakin' I guess I don't follow "overdraw"... what does that mean? And by tris I assume you're abbreviating triangles... for a few minutes I was like "tris... tris.." (pronounced "triss ... triz? tries... hmm.."). Why would z-fighting occur in the case of 1 caulk structure and 1 textured detail brush in the same place? Are you also saying that when it draws one face of a brush, it draws all of them? Alrighty then... more questions from a stupid person. I eagerly await your reply to my mail, as well  - Quake3World.com Forums_Page2_files/wink.gif) |
Yes tris is triangles. Ok an explination of what I am calling overdaw. When a brush with a textured face passes behind another textured brush the game draws 2 lots of texture in the same place. Viewed from a distance in game it can and does cause z-fighting. Especialy in 16bit mode. RTCW is plauged with this sort of z-fighting. An example I just built.  - Quake3World.com Forums_Page2_files/overdraw1.jpg)
ugly isnt it? This 1 is without overdraw. More tris but looks a lot better.  - Quake3World.com Forums_Page2_files/overdraw2.jpg)
It just a choise you make when you map. Do you have more tris or do you have overdraw and probably z-fighting as well. I nearly always go with a few more tris. Q P.S. You may be in for a long wait on the e-mail reply. I am busy!
[This message has been edited by Plan B : 09-19-2003.]
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SpletteR Grunt
Posts: 65 Registered: Oct 2000 |
posted 02-21-2002 03:06 PM
I will see if I have learned something of this and try to explain: I guess overdraw is if there is a texture going underneath other texrured faces.see the explosion pic: In this case the z fighting would occur, if he would have used only beam A, textured the 3 face and put the crossbar on. Then, on beam A the texture of the face facing to the small face of the crossbar would run underneath it. And if that was viewed in 16 bit from an angle and a far distance then maybe z-fighting would have occured. (why is that actually I mean are the q3 engines calculations that inaccurate or do all games suffer from this like q3) What I dont understand is why he uses beam B, because he could have just textured the lower face of A and have the same effect I would think... edit: ooops too late
[This message has been edited by SpletteR : 02-21-2002.]
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Quakin' UnRegistered |
posted 02-21-2002 03:13 PM
quote:
Originally posted by SpletteR: What I dont understand is why he uses beam B, because he could have just textured the lower face of A and have the same effect I would think...
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The visible area of the top and bottom of the beam are differnt. Take a look at the map or map file and you will see that................  - Quake3World.com Forums_Page2_files/biggrin.gif) Q
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Shuhite Mercenary
Posts: 243 Registered: Mar 2000 |
posted 02-21-2002 03:13 PM  - Quake3World.com Forums_Page2_files/online.dll.download)
Ok I believe I follow... still:If the textured brush (red prism) has caulk on the two sides slapped up against the other brushes (orange and purplish) where does the problem come? I guess I can kind of see when it's trying to draw the red over the orange... so the solution is to chop out another brush? Did you do that manually or with el evil subtracto?
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Quakin' UnRegistered |
posted 02-21-2002 03:15 PM
Subtract indeed! You dont get nice cuts like those with subtract! Naturaly I did it manualy. Pft.Q
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Shuhite Mercenary
Posts: 243 Registered: Mar 2000 |
posted 02-21-2002 09:27 PM  - Quake3World.com Forums_Page2_files/online.dll.download)
Heh... don't "pft" me about subtract... how am I supposed to know? Last time I used subtract was March 2000 when I immediately learned that it was the devil!
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Shuhite Mercenary
Posts: 243 Registered: Mar 2000 |
posted 02-21-2002 10:34 PM  - Quake3World.com Forums_Page2_files/online.dll.download)
Know what.... I'm a moron. I finally see what the fish is going on there. I've looked at it a thousand times but I now see it.Hey the html version of this thread is coming along pretty good... I should be able to post an url in a little bit.
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Shuhite Mercenary
Posts: 243 Registered: Mar 2000 |
posted 02-21-2002 11:46 PM  - Quake3World.com Forums_Page2_files/online.dll.download)
Alright this is too many posts in a row, I know I know. But Quakin' ... CHECK YER MAIL!
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Quakin' UnRegistered |
posted 02-22-2002 12:00 AM
Looks good so far  - Quake3World.com Forums_Page2_files/smile.gif) I realy do need to find the time to learn how to do that stuff. As for Q&A;, including just the posts that gives useful info and the matching questions would be best I think. bit of pruning called for or that site will end up with 100's of pages LOL Thanks BTW Q
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Cardigan The Afflicted
Posts: 956 Registered: Jul 2001 |
posted 02-22-2002 02:54 AM
Just checked this out Q, and it's very cool. Just goes to disprove my point that id textures have to be boring...  - Quake3World.com Forums_Page2_files/smile.gif) Excellent work sir.  - Quake3World.com Forums_Page2_files/biggrin.gif)
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SpletteR Grunt
Posts: 65 Registered: Oct 2000 |
posted 02-22-2002 03:17 AM
Actually why is ´CSG substract so evil - cant it be used cautious? example: (me noob, I know i shouldnt do it but I didnt know and better way that is as easy as this)Ok I needed a curve in a street. So I started a new map created one 16 sided brush (768 unit diameter) and one 12 sided brush (512u diameter,as rough circles). Then I cut up both brushes using the clipper so I have only 1 quater (90deg curve). After that I adjusted the outer edges of both quater "circles" to be on grid. Then I substracted the smaller diameter brush from the bigger one and ready was my bend in the street. Finally I selected the street pieces (which were cut by the substract pretty well) and loaded them into my normal map. Dunno if any microbrushes were created like that but since i only selcted the needed pieces to load them into my map it shouldnt matter nayway. Before I did that (knowing CSG is evil) I tried to do the same by clipping brushes into shape, I just couldnt get the street to have the same width during the curve as when staight. I also created way more brushes and triangles (ingame) this way . Question: is CSG merge evil too??
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Maj Can't Be Arsed
Posts: 2526 Registered: Dec 1999 |
posted 02-22-2002 04:31 AM
CSG subtract is dangerous in the same way a welding torch is dangerous - useful tool in experienced hands, accident waiting to happen for everyone else.CSG merge is fine.
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SpletteR Grunt
Posts: 65 Registered: Oct 2000 |
posted 02-22-2002 05:50 AM
okok so what u r saying is, that substract can be useful - if and only if u know what u r doing - right?But the way I used it, would that be ok - move the part on which the substraction operation is supposed to be done to its own map and reimport the result into the original map? see above..
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Quakin' UnRegistered |
posted 02-22-2002 10:01 AM
Would need to see the created brushwork to be able to say if you have a problem or not. Feel free to send it (but I may use it here!) You should realy make curves from patches though!Its about time I did the evils of subtract in this thread. I didn't use it on this map but I do sometimes.........as I know what I'm doing! Q
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rrroooaaarrr UnRegistered |
posted 02-22-2002 10:15 AM
quote:
Originally posted by Cardigan: Just checked this out Q, and it's very cool. Just goes to disprove my point that id textures have to be boring...  - Quake3World.com Forums_Page2_files/smile.gif)
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Actually I've been feeling that for a while - we don't have to use someone's new spanky tex pack to make great maps - whenever I play DM12 or CTF2 or whatever, I don't go "nice map, shame about the textures"...in fact I'm going to make a point of using standard ID textures in "Gormenghast" just to prove this! Also because it'll make it a smaller download, maybe even under 15MB...
 - Quake3World.com Forums_Page2_files/biggrin.gif)
RRROOOAAARRR
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Shuhite Mercenary
Posts: 243 Registered: Mar 2000 |
posted 02-22-2002 03:22 PM  - Quake3World.com Forums_Page2_files/online.dll.download)
ALRIGHTY THEN, PEOPLE!I've spent a few hours converting this thread into a semi-smooth website for easier viewing and simply because Quakin's process NEEDS to be up on a website! Check it out at http://www2.gvsu.edu/~bickelj/quakin/ and let me know what you think. I should have the whole ordeal in a zip package available for download later on tonight or tomorrow. I need to finish Q&A; and then finish filling out the image tags before I make a one-page version and then zip it all up. -Shuhite
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Quakin' UnRegistered |
posted 02-22-2002 08:22 PM
If a newbie mapper who has used subtract would be kind enough to send me a small map file showing what they did I could use it to show how it should have been done. I could knock up something myself but it tends to look bogus. The real thing would be better.Q
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SpletteR Grunt
Posts: 65 Registered: Oct 2000 |
posted 02-23-2002 11:00 AM
Ok, Ill post my street which I did like described in this one post above.The part that I did using substract is the func_froups in the middle, oh brush primitives is on.. http://www.dragonhide.de/street.map
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Quakin' UnRegistered |
posted 02-23-2002 02:17 PM
Thanks. That is just about perfect for my needs. I'll be back later with some thoughts.Q
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rrroooaaarrr UnRegistered |
posted 02-23-2002 02:20 PM
As far as I can tell there is Z-fighting all over the place in MOH, also overlapping brushes etc...!Still a great game, but sheesh... RRROOOAAARRR
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Quakin' UnRegistered |
posted 02-23-2002 02:27 PM
I am beging to suspect that a lot of the pro mappers were total newbs to the q3 engine used in a lot of the new games. Hence all the newbie mistakes in RTCW etc.Q
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Quakin' UnRegistered |
posted 02-23-2002 03:32 PM
Not strickly to do with the sample map but as it has come up...... the eveil that is.........CSG SUBTRACT Ok 1st thanks to Spletter for sending the brushwork this is based on. The idea was to make a curved pathway so CSG Subtract was used using a brush similar to the caulk 1 I recreated. I have also retextured for ease of viewing.  - Quake3World.com Forums_Page2_files/tut19.jpg)
I suspect he altered the top brush but it is a good enough example of the evils of subtract. 1st the brushwork is cut on a gridsize of 1. 2nd the cuts are not optimal 3rd if the side faces are textured you get overdraw & z-fighting.  - Quake3World.com Forums_Page2_files/tut20.jpg)
Shows the side faces textured. As that expanded view shows the texture extends behind other brushes. Go look at the Pro version of the lost world map and you will see the z-fighting this can cause (curved wall by RA) If you want to use brushwok to make a path like this then building it yourself is better. Like this.  - Quake3World.com Forums_Page2_files/tut21.jpg)
Brushwork is on a bigger grid & no overdraw. However the best way to build curves is normaly with patches. It is what they are for after all.  - Quake3World.com Forums_Page2_files/tut22.jpg)
Hope that all helps! Q Edit: This was debated here http://www.quake3world.com/ubb/Forum6/HTML/020668.html?
[This message has been edited by Plan B : 09-19-2003.]
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WangButter Insane Quaker
Posts: 299 Registered: Jan 2002 |
posted 02-24-2002 07:52 PM
whoops nevermindI see someone else has already asked the same question in the thread earlier doh! [This message has been edited by WangButter : 02-24-2002.]
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hummer Gibblet
Posts: 10 Registered: Mar 2002 |
posted 03-02-2002 01:16 AM
Okay... so she's all compiled, and I'm trying to figure out how to Make increase the frame rate on a tricky section of my map...Basically I have a house surrounded by terrain. It is a 2 story mansion, complete with windows, doors, etc. My problem is no matter where I stand outside, it draws the entire house, although all the walls are structural and all doorways and windows have been filled with hint brushes... Now I've been looking at id / Nerve maps, and have been going by the way they do hinting, but it seems like they dont know what they're doing sometimes... What procedure should I follow so that the parts of the house that are opposite of me won't be drawn when I'm on one side of the house. So for example, if I'm on the left side of the house, how can I prevent the rooms on the right side of the house from being drawn? Also, the house is split into about 9 parts on each level... so think of the floor plan as basically 2 tic-tac-toe tables stacked on top of each other with a hold in the middle somewhere for stairs connecting the two. I'm not sure if this is relevant... I've tried lots of things... putting hints in the windows / doors, putting hint trianlges that split the 1024*1024 portal squares, etc... none of it seems to make a difference. To make matters worse, the house is sitting on a terrain map (detailed), and within the terrain map, "underground", contains a set of tunnels.... the tunnels come up into a set of trenches that surround the mansion. Of course, once you come out into the trenches you can see the ALL of the house... Hope this made some sense.... Hummer
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q True Nightmare
Posts: 3484 Registered: Feb 2001 |
posted 03-02-2002 06:32 AM
Well I cant give exact advise on hinting without seeing the map. A few things come to mind though. 1st. Dont look at the hinting in those maps you mentioned. Whoever placed those hints didn't understand how hints work. 2nd. Do you have simple caulk brushes inside the terrain to aid with vis blocking? 3rd. Hinting a building on terrain might not be worth doing. Or at least not in a big way. Would probably take a lot of hints and a big jump in vis data to get it to work. I would need to see the map to know. Maybe a screenshot or 2 of the area in question would help. 4th. Have you read some good hinting tutorials? these are quite good. http://www.quake3world.com/ubb/Forum6/HTML/019324.html? http://fps.brainerd.net/hintbrushes.htm Hope some of that helps.
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Shuhite Mercenary
Posts: 243 Registered: Mar 2000 |
posted 03-02-2002 07:25 PM  - Quake3World.com Forums_Page2_files/online.dll.download)
From what very little I know about hinting, my guess would be the following: (black square is outside of buildings, red lines are edges of hint brushes) - Quake3World.com Forums_Page2_files/examplehint.gif)
I'm thinkin that this would pretty much make sure that from any given standpoint the entire house is not being drawn....... anybody out there think this is right/wrong? Let me know cuz this is my understanding
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q True Nightmare
Posts: 3484 Registered: Feb 2001 |
posted 03-03-2002 12:45 AM
quote:
Originally posted by Shuhite: From what very little I know about hinting, my guess would be the following: (black square is outside of buildings, red lines are edges of hint brushes) - Quake3World.com Forums_Page2_files/examplehint.gif)
I'm thinkin that this would pretty much make sure that from any given standpoint the entire house is not being drawn....... anybody out there think this is right/wrong? Let me know cuz this is my understanding |
That pic isn't the best I ever saw but I can see what you are aiming at. Here is 1 I did earlier.  - Quake3World.com Forums_Page2_files/hint3.jpg)
8 hints there. That was for a pillar and the point was to show that to hint it creates a lot of leafs for little gain. For a building you would need some form of horizontal hinting too. Basicly a huge number of leafs created for minimal gain. Unless that building contains a lot of tris and is realy hitting fps hard it probably isn't worth hinting externaly (you might be able to use some internal hints to help a bit though). Be aware also that those hints would need to be extended back till they hit more structure & that the pivot points chosen would depend on the layout of the map. [This message has been edited by q : 09-18-2003.]
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q True Nightmare
Posts: 3484 Registered: Feb 2001 |
posted 03-03-2002 12:49 AM
While I'm posting images from other threads........These show that leaving overdraw in can sometimes cause EXTRA tris! Depends on the brushwork & where the t-junctions are. Dont just assume that going for the 'easy' option saves tris.  - Quake3World.com Forums_Page2_files/tris1.jpg)
 - Quake3World.com Forums_Page2_files/tris2.jpg)
Edit: Added pics back in. [This message has been edited by q : 09-18-2003.]
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Shuhite Mercenary
Posts: 243 Registered: Mar 2000 |
posted 03-03-2002 06:33 AM  - Quake3World.com Forums_Page2_files/online.dll.download)
yeah yeah that's what I'm getting at. didn't really feel like making an absolutely clean imageI dunno about the horizontal ones though... I would probably not put those in. hopefully there's a vis-blocking wall that runs all along the inside of the building already though so the other side isn't drawn. I'm thinking some interior hints would be good if that's not the case...?
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