#12135 posted by JneeraZ on 2015/03/31 12:52:28
Yeah, that's the "spikey" option. It usually sucks but sometimes it works so ... might as well include it.
Argh
#12136 posted by ijed on 2015/03/31 13:57:28
Sorry Ericw, I'll get back to that soon - got sidetracked with the Qonquer Jam.
#12137 posted by necros on 2015/03/31 15:35:17
It worked very well, but I found that when used on a large-ish scale, e.g. to create big cave systems, all those funky planes would caused the bsp compiler to go bananas and generate microleaks.
I wonder if the next enhancement to the engine and tools should be increasing (or removing) the maximum number of unique planes.
#12138 posted by Kinn on 2015/03/31 17:06:38
I wonder if the next enhancement to the engine and tools should be increasing (or removing) the maximum number of unique planes.
Don't know if this was an issue.
I just think the compiler wasn't really designed to handle that sort of geo. When it tried to make a bsp tree from several hundred non-orthogonal triangular faces, everything ended up being sliced and diced with floating point inaccuracy stacking up until it eventually plopped a great big Welsh salad on the table.
I haven't tried it though since detail brushes became available. It probably works a bit better now.
#12139 posted by necros on 2015/03/31 20:33:25
maybe at that point it really is time to move on to bsp3. :S
#12140 posted by JneeraZ on 2015/04/01 12:55:42
Interesting
#12141 posted by Kinn on 2015/04/01 13:12:57
does the "standard" option simply take all the polygon planes in the obj model and define a brush with them? So that option would only work if the obj model is convex?
#12142 posted by JneeraZ on 2015/04/01 13:25:36
Right, it treats each mesh in the OBJ file as if it's a set of planes and converts it into Quake MAP format.
It doesn't do any kind of automatic decomposition. The meshes need to be convex already or you'll get weird results.
I WANT to do some sort of automatic convex brush breakdown but ... it's a seriously tricky topic.
#12143 posted by Kinn on 2015/04/01 13:28:07
maybe at that point it really is time to move on to bsp3. :S
I'd rather people bite the bullet and just embrace q3bsp, rather than add more cruft to the q1 bsp format.
I'd rather people embraced UE4, rather than add more cruft to Quake.
#12145 posted by Kinn on 2015/04/01 13:33:22
Right, it treats each mesh in the OBJ file as if it's a set of planes and converts it into Quake MAP format.
It doesn't do any kind of automatic decomposition. The meshes need to be convex already or you'll get weird results.
I WANT to do some sort of automatic convex brush breakdown but ... it's a seriously tricky topic.
Yeah, that would be the holy grail, but it's a massively tricky problem :/
#12146 posted by Kinn on 2015/04/01 13:36:37
I'd rather people embraced UE4, rather than add more cruft to Quake.
Don't throw the baby out with the bathwater.
#12147 posted by JneeraZ on 2015/04/01 14:52:20
I don't know what I'm waiting for as this seems to work, so ... If you're feeling brave:
https://dl.dropboxusercontent.com/u/161473/OBJ2MAP/OBJ2MAP_PreviewA.zip
I don't have any docs written yet but it's pretty straightforward.
If you're using Trenchbroom, you can just paste the results directly into your map. If you're using Jackhammer, you'll need to load the resulting MAP file and copy/paste the brushes over.
This is also a test to see if this needs anything other than the EXE to run ... I think it should "just work". It needs .net but everyone has that these days anyway.
Windows only, suckas!
#12148 posted by necros on 2015/04/01 16:07:55
I'd rather people bite the bullet and just embrace q3bsp, rather than add more cruft to the q1 bsp format.
i meant q3bsp. :(
is there any chance of seeing it implemented in quakespasm? ^_^;
#12149 posted by metlslime on 2015/04/01 17:19:26
first we need to add light styles to it
#12150 posted by necros on 2015/04/01 17:32:07
wat.
#12151 posted by Kinn on 2015/04/01 17:36:28
first we need to add light styles to it
http://i.giphy.com/wJ0EQe2y5dRgA.gif
#12152 posted by necros on 2015/04/01 17:38:26
ikr. how is this even possible.
#12153 posted by WizardExt on 2015/04/01 18:23:46
NICE. I have to try this, feeling brave!
#12154 posted by WizardExt on 2015/04/01 21:48:26
WarrenM, I couldn't get it to output a .MAP file. Pop-up window tells me "Input string was not in a correct format".
3dsmax-2014 x64, exported OBJ using default options. Exported 3 OBJ's; a box, a pillar, a humanoid creature. None of them could be used to output a MAP.
Any particular OBJ export options to use, or what am I am doing wrong/missing?
#12155 posted by JneeraZ on 2015/04/01 22:15:28
Can you send me the OBJ files?
warren.marshall@epicgames.com ? I'll debug... The box will be enough if that causes the error.
#12156 posted by ericw on 2015/04/01 23:31:20
After messing with qbsp a bit I'm kind of fed up with my approach, I think Warren's tool is the right idea. My patch was fragile/ugly and could fail in strange ways (e.g., sometimes the models block gunshots and sometimes not, because of qbsp black magic :-/
For mesh decomposition: would this do the trick? https://code.google.com/p/v-hacd/
Tempted to play with that..
Q3bsp
#12157 posted by ericw on 2015/04/02 00:01:51
I wouldn't be totally opposed to supporting it in quakespasm, if there is a substantial q1 map release using it, not sure what the rest of the team would think.
To be honest though, I think it would be a lot of work for little benefit, given that we have bsp2 now, which has essentially no built-in limits.
#12158 posted by necros on 2015/04/02 00:34:30
but what about the issue of unique planes? afaik, that is still a limitation of q1bsp regardless of bsp or bsp2.
Yeah
#12159 posted by Kinn on 2015/04/02 00:44:14
I always figured that the only motivation to adopt q3bsp in other engines would be if there was a worthwhile amount of q3bsp Q1 mappage already existing (for use in DarkPlaces, or that one other engine that currently supports it, I guess).
Has anyone even made a q3bsp Quake 1 map?
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