#19380 posted by Spud on 2018/01/08 23:53:19
Aside from wanting to apply phong shading to columns/pipes/whatever (which can be done with standard func_walls as well), if you're willing to eat the compile time instead that seems like going overboard a little with the details. Won't you run into issues with vis not blocking off *enough* due to details making up walls and such and possibly cause poor map optimization and lower framerates on less powerful machines? Not to mention the extra effort of making a solid rectangle area outside of any part of the map even slightly skewed or clipped-'n-vertex-edited.
Balancing Act
#19381 posted by Qmaster on 2018/01/09 01:21:15
Depends on balance between CPU and GPU time per frame. Loads of objects to render = long GPU time. Loads of vis leafs to calculate against = long CPU time.
E.g. in a level with 10ms CPU and 20ms GPU, it would help to render less, so yes more leafs could help.
If instead you had 20ms CPU and 10ms GPU, then fewer leafs would help improve performance then func_detail would help.
I honestly don't know what the bottleneck would be or how to check it.
#19382 posted by Spike on 2018/01/09 09:21:41
gpus are quite fast nowadays, they don't really care about a few hundred more quads.
overdraw is still a concern (so you still want your various rooms to be properly sealed with structural brushes to avoid the worst of it), but otherwise if the engine has decent batching then you won't see much of a problem if all the details+pillars+etc are flagged as details.
tbh, its the leafs themselves that are the expensive things.
I Was Under The Impression
#19383 posted by Kinn on 2018/01/09 09:35:24
That in quake, you can't appreciably change the number of leafs with func_detail, only the vis compile times. Has this changed?
#19384 posted by Spike on 2018/01/09 11:17:30
no, you have the leafs whether they're detail or not.
you can't fold leafs using q2-esque cluster stuff, because the bsp format doesn't support it.
and you (usually) can't merge leafs due to the engine calculating a parent leaf - each one must have a single parent node so no multiple routes through the bsp tree (side note: this doesn't apply to hulls 1+2).
so the only way you can merge them is if two leafs share a parent node, have the same contents value, and together form a convex area (such merging can happen recursively so long as those conditions still hold true).
less leafs means fewer marksurfs, fewer nodes, fewer frustum checks, smaller pvs data (and for every other leaf too), and fewer cache misses throughout.
arguably surfaces could be merged into a concave mesh on the condition that there is still 1 truely central vert somewhere.
the geometry works even if they're on different planes, but lighting and texcoords would likely be broken because of it.
whether it would break software rendering, or gl engines that pick the wrong edgevert is a different matter, but hey, most gl engines should cope without realising it.
Kinn
#19385 posted by Qmaster on 2018/01/09 14:27:38
Yes func_detail shouldn't create more Leafs
Spike
#19386 posted by ericw on 2018/01/09 17:39:28
Engines should be able to recover detail clusters by recursively merging leafs that have the same visofs. This has the benefit of working on released maps and won't risk breaking anything. Once you recover the clusters you could generate lists of faces per cluster, new compact visdata, etc.
Using Scourge Of Armagon Assets In TrenchBroom
#19387 posted by Michael on 2018/01/11 01:00:13
Hello,
Longtime quake player, trying to create a custom version of DM3 with some Scourge of Armagon assets for team deathmatch. I used pak explorer to extract the DM3.bsp from pak1 in id1 and was able to convert the bsp file to a .map file, which allows me to then open it in TrenchBroom. I think I get how to recompile this back into a usable .bsp (doing the light/vis stuff etc.), but I'm curious how to actually use Scourge of Armagon assets. I have the add-on pack (it's in a subfolder called hipnotic), but I'm unsure how to use those pak assets in TrenchBroom.
Any help would be appreciated :)
@Michael
Cool idea to update Dm3 for SOA. The source for DM3 is available at Quaddicted. So use that instead of a decompiled bsp.
You'll have more luck.
https://www.quaddicted.com/files/maps/sources/quake_map_source.zip
Next, you will want to load up the mission pack fdg in Trenchbroom. I have been searching for it but cannot seem to find the link. But it's out there.
When you have the fgd you will go to the entity tab in TB and at the bottom load external and select that fgd file. After that you should have the entities available to you in the browser. You will also want to load the mission pack as a mod in TB in a very similar fashion. It's on the map tab I believe.
^^^^
Triple Post - Woot!
I might as well pimp a DM level I made that includes a Hipnotic version of the map. It's called Lividus. Maybe you and your pals will enjoy it along with DM3.
https://secretlevelsite.wordpress.com/my-levels/
#19391 posted by Michael on 2018/01/11 07:43:54
Thank you for the help and taking the time and all the links provided! I managed to figure most of this out through a bit of trial and error and talking to the devs from qrack and fte. Some of those old assets are indeed hard to find!
I still play TDM with a group of oldschool quakers on DM3. Matches on most weekends. I was looking to create a fun tweak of DM3 that would preserve what works about the level for teamplay, i.e. the idea of level/item control without messing up the balance too much.
But due to having played it 9999999 times, I thought adding some SOA assets would be fun. I added the proximity grenade launcher at the opposite side to standard GL, replaced the SNG in the SNG room with the laser cannon, replaced the standard nailgun (useless in DM) with the SNG, and put mjolnir outside by the pent. I feel like these weapons could lead to a few interesting tweaks in gameplay (e.g. setting traps with proximity mines, using laser cannon to blast into areas by bouncing shots, mjolnir to close proximity attack somebody with weapons).
If anyone's curious, here's the first iteration. Requires the hipnotic pack to work (i.e. whatever executable you're using -game hipnotic -hipnotic for command line switch):
https://nofile.io/f/arGY5npZyZ3/dm3a.bsp
#19392 posted by anonymous user on 2018/01/12 02:48:01
in trenchroom, I made a button and set its target for one door but it opens all doors on the map. what do?
#19393 posted by muk on 2018/01/12 03:19:42
That means all your doors probably have the same targetname.:D
#19394 posted by anonymous user on 2018/01/12 03:28:15
will I have to name all of my doors? because the other ones being triggered don't have names
#19395 posted by anonymous user on 2018/01/12 03:28:15
will I have to name all of my doors? because the other ones being triggered don't have names
nvm, that just stopped the door from opening automatically. I'm looking at all my entity links and none of them go to the irrelevant doors, only to the ones I told it to go to.
and it only happens with a button, not the trigger_multiple I have already
it also triggers doors with different names??
Set The Don't Link Spawnflag On The Doors
#19399 posted by Qmaster on 2018/01/12 03:47:58
that didn't work, but it broke my unnamed door :L
it's weird, whenever I change any properties on my unnamed door it just totally stops working
here are my button's properties. maybe it's something to do with the button. https://i.imgur.com/lHqqReg.png
#19403 posted by muk on 2018/01/12 04:10:27
Please try and avoid the triple posting.
What do the door properties look like?
O, sorry.
and here are the doors (four doors that sink into the ground) targeted by the button https://i.imgur.com/RDWDmBn.png
keep in mind it's also triggering a pair of doors named "d2"
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