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Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
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Posted: Wed Apr 07, 2010 4:39 pm Post subject: |
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Hmm, not sure what would cause those out of place triangles. I'll take a look into that. If you have too many vertices, there's a button to the right side that reduces the detail, which should help the compiler... not die. _________________ woh... feelin woozy... too much cider...
http://entar.quakedev.com
games fascination - My Game Development Blog/Journal
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Chip

Joined: 21 Jan 2009 Posts: 314 Location: Romania
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Posted: Wed Apr 07, 2010 6:09 pm Post subject: |
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Entar wrote: | Hmm, not sure what would cause those out of place triangles. I'll take a look into that. If you have too many vertices, there's a button to the right side that reduces the detail, which should help the compiler... not die. |
No issue with the compiler, I just need the output to be perfect.
What about optimizing the final terrain? Any ideas? As in inside the map editor. _________________ My Projects: Quake 1 Mods | OpenQuartz 2 | ChipQuake |
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Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
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Posted: Wed Apr 07, 2010 6:20 pm Post subject: |
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Well, for flat areas, you can merge some of the brushes (I know at least Radiant has this capability). If some of the brushes are nearly flat but not quite, you can use CTE's flatten tool to even them out and then merge them in the map editor.
Alternatively, you could also export a lower detail version and copy the parts that are farther away from the play area into the final version, and cut down some excessive brushes that way too. _________________ woh... feelin woozy... too much cider...
http://entar.quakedev.com
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Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
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Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
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Posted: Thu Jul 22, 2010 5:13 am Post subject: |
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Hey guys,
I've been starting up some development on this again, and I'll probably be making another beta release some time in the next few weeks. Before I do, though, I'm looking for more feedback on bugs to fix, features to add, suggestions to consider, etc. So, please give it a try and let me know what kind of experiences you have with it, and what would be really handy to have changed.
Thanks! _________________ woh... feelin woozy... too much cider...
http://entar.quakedev.com
games fascination - My Game Development Blog/Journal
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Baker

Joined: 14 Mar 2006 Posts: 1538
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Posted: Thu Jul 22, 2010 2:26 pm Post subject: |
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Entar ... just something small and it only has to do with the readme ...
The readme says something about using the output "for non-commercial use" or something to that effect, which actually makes using TerrainGen for a GPL project license incompatible.
So you can't use the tool to make a GPL map.
Anyway, for your consideration. _________________ Tomorrow Never Dies. I feel this Tomorrow knocking on the door ... |
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Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
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Posted: Sat Jul 24, 2010 9:48 pm Post subject: |
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That's true, I think I'll look into doing something about that. However, TerrainGen is now outdated, because Canyon Terrain Editor can import heightmaps and export .map files, so you should be able to just use that in the meantime. Chances are good that I'll add some kind of random terrain generation to the next version of CTE too. _________________ woh... feelin woozy... too much cider...
http://entar.quakedev.com
games fascination - My Game Development Blog/Journal
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Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Mon Jul 26, 2010 1:46 am Post subject: |
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someone needs to make a light tool that smooths light over edges. _________________ What's a signature? |
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Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
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Posted: Mon Jul 26, 2010 2:04 am Post subject: |
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Spike wrote: | someone needs to make a light tool that smooths light over edges. |
Light tool? Do you mean that it smooths the normals without changing the vertex positions, so that the shading is more smooth? Sounds like a pretty sweet idea, actually, thanks  _________________ woh... feelin woozy... too much cider...
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Mon Jul 26, 2010 2:15 am Post subject: |
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if you make the assumption that any angle less than 45 degrees between two surfaces is meant to be a curve, then you can blend the normal across the surface in the lighting util causing the light values received to be more correct for the logical normal if the surface were curved. Realtime lighting will still show the surface as a q1 surface.
in practical terms, you don't know which surfaces are your terrain by the time light is run, so it should be possible to run it on all surfaces as a general tool.
Q1/Q2bsp has edge lists for each surface. match these up to the neighbouring surfaces and there you have your neighbour.
I would be surprised if q3map2 does not already contain something along these lines. _________________ What's a signature? |
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Entar

Joined: 05 Nov 2004 Posts: 422 Location: At my computer
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Posted: Mon Jul 26, 2010 4:26 pm Post subject: |
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While this sounds like a good idea, it occurs to me that .map files are constructed in such a way that you can't modify the normals without modifying the structure of the brush itself (as far as I know). So this would really only benefit people using .obj or some other model format that I may potentially add, or maybe people making stuff in the editor and taking screenshots. _________________ woh... feelin woozy... too much cider...
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Spirit

Joined: 20 Nov 2004 Posts: 476
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Posted: Mon Jul 26, 2010 4:29 pm Post subject: |
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aguirRe's light tool actually has an _anglesense key to do that (if I understood it correctly). _________________ Quake Maps |
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Spike
Joined: 05 Nov 2004 Posts: 944 Location: UK
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Posted: Mon Jul 26, 2010 4:43 pm Post subject: |
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it does?
well, there's your light tool! :)
would look much smoother then _________________ What's a signature? |
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