#15692 posted by Spike on 2015/12/28 08:14:27
brushes are used for collision - they remain relevant because of that. they won't affect render times, just tracelines/traceboxes/pointcontents/etc.
triangle counts are kinda unimportant. what matters more to vanilla q3 is vertex counts. with engines that use vbos for everything vertex counts start to become even more insignificant than triangle counts.
thanks to culling, triangle counts do still matter for cpu performance, but always much less so than the surface count.
note that you can use -patchmeta to combine multiple surfaces into one.
Its somewhat tempting to get q1bsp compilers to generate non-planar trifans rather than strict planar polygons too, but software renderers would hate it (gl wouldn't notice, although texture vectors would be a nightmare to calculate).
if you have many unique textures, you may find a benefit from atlasing them.
#15693 posted by JneeraZ on 2015/12/28 11:24:45
The "pretty" method is basically you turning yourself into a human QBSP program. I don't see the value.
#15694 posted by killpixel on 2015/12/28 21:34:15
Thanks Spike, what I understood was informative :P
My understanding of what affects rendering speeds and in what way is very weak. Looking at r_speeds doesn't do a lot for me so I just test the maps on low end hardware. I'm not sure if a core i3-3217U and its IGPU is indicative of the the low end, I should probably look at some stats on that. Anyway, that still pumps out upwards of 1.5K fps at 1366x768.
I've recently run some tests with the rain/snow system in darkplaces. Sadly, having any meaningful density results in a massive fps hit.
I plan to try some other ways to imply rain that aren't so taxing, such as having mass of pillars with each side having and alpha'd animaps of rain. Will probably look like shit, but it's worth a try.
#15695 posted by adib on 2015/12/28 21:49:44
Try to make the rain texture animate on window glasses, so at least you don't have to simulate depht. With lighting flashes and sound behind them.
#15696 posted by adib on 2015/12/28 21:53:43
Like water washing a skylight with rain drops hitting and making ripples.
Damn, I never make just one post.
Adib
#15697 posted by killpixel on 2015/12/28 22:00:11
Indeed, that method is fine for that application. However, I'm using large, open maps in my instances.
Skyboxes
#15698 posted by Kinn on 2015/12/28 23:36:59
So what's a good place to grab cool skyboxes from?
Kinn
Fifth
#15700 posted by Kinn on 2015/12/28 23:53:06
Thanks but that stuff is little too "programmer art" for what I'm looking for. Was just wondering if there was a good repository or two that all the cool kids go to.
Kinn
#15701 posted by ericw on 2015/12/29 00:02:26
These are the collections I know of:
Kell's: https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html
sock's: http://simonoc.com/pages/artwork.htm
hipshot's: http://www.quake3world.com/forum/viewtopic.php?t=9242
Q3 skybox collection: http://lvlworld.com/review/id:2023
hipshot's are the most organic looking, IIRC he made them from photographs + photoshop, while the majority of the others are done in terragen.
Kinn
No problem, it can look a bit generic which is why I said 'starting point'. I think you'd have to find some stuff to put with it, like finding some planets online to photoshop onto it and blend etc (which is what I have done with mine).
I think most people tend to use these -
https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html
http://lvlworld.com/review/id:2023
http://www.quake3world.com/forum/viewtopic.php?t=9242
Ericw, Fifth
#15703 posted by Kinn on 2015/12/29 00:05:50
Thanks, exactly what I was looking for, cheers.
Http://www.lvlworld.com/review/id:2023
I went through all this digging through Twitter to provide Kinn with a link only to come third?
Is there a name for this? Like sloppy seconds, except thirds?
#15705 posted by adib on 2015/12/29 00:57:32
I'm sure he has a pants remark about it.
Thankless Thirds
#15706 posted by Kinn on 2015/12/29 01:21:32
I just made that up
Disco Light Biscuits
Using Jackhammer, EricW's TyrUtils for compiling and Quakespasm engine. What's going on here? It's just a basic light set to 1000.
http://i.imgur.com/QB0LkP6.jpg?1
Out Of Date .lit File
#15708 posted by ericw on 2015/12/29 19:18:23
The engine is loading a .lit file that doesn't match the .bsp. Easiest fix is always pass the "-lit" flag to light and always copy the .lit and .bsp to your maps directory together (or just compile inside quake/XXX/maps)
Thanks EricW
That fixed it.
#15710 posted by mankrip on 2015/12/30 16:58:35
Is there a way to force the BSP compiler to include all frames of texture animation in the BSP file, without having to create dummy brushes with the other texture frames?
#15711 posted by JneeraZ on 2015/12/30 17:10:07
I thought that was automated now with modern day compilers ...
#15712 posted by Spike on 2015/12/30 18:40:13
I thought that was automated even with olden day compilers ...
#15713 posted by Rick on 2015/12/30 21:17:27
I know whatever I was using in 2007 required brushes with all the textures of animation to actually be in the map. That hasn't been necessary with the BSP versions I've been using the last 5 years or so.
Rick, I Remember The Same
#15714 posted by mfx on 2015/12/31 21:20:47
iirc those were treeqbsp.exe and variants. IIRC.
#15715 posted by mankrip on 2016/01/02 22:57:19
Oops, I've forgotten to test this with other compilers since my last post.
Now I don't remember if the one that gave me this problem was the one included in Worldcraft 1.6, the one included in Jackhammer, or the one from EricW. Anyway, good to know that this was fixed in recent compilers.
Trigger More Triggers?
#15716 posted by Skiffy on 2016/01/03 23:21:16
So I have a question. Is it possible to trigger another door or item after another has been triggered?
In this case I am talking about doors, Secret once more specifically. If I shoot / hit a secret door I would like to have another door / panel slide open / trigger once the other door has opened completely. Is this possible in quake?
Thanks in advance to any map guru's
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