Something Else
#4470 posted by ijed on 2008/02/20 01:22:54
I knew the outlines of that, but is it also right that polygons are split by textures - so a 256 square wall with a 128 texture becomes 8 triangles instead of 2?
Also affected by scaled up / down textures?
Ijed...
#4471 posted by metlslime on 2008/02/20 01:30:17
it's true that there is a max size to polygons, based on the amount of texture/lightmap space taken up by it. At texture scale 1.0, the max size is 240 in world units, and anything larger gets split.
But all that splitting happens in qbsp, so when the engine is rendering, each polygon is already verified to be 240x240 or less.
#4472 posted by JneeraZ on 2008/02/20 01:35:33
You can visualize that pretty easily, FYI. Just build a large hollow box, compile it, and load it in Quake.
"r_drawflat 1" will show you the BSP splits and where QBSP cut everything up.
#4467
#4473 posted by distrans on 2008/02/20 04:17:44
Probably the most concise yet useful explanation of the process I've ever come across.
Yup, Thanks Metl...
#4474 posted by RickyT33 on 2008/02/20 12:48:08
I now know what a portal is! As well as a few other interesting facts...
...next time I compile I will read the log from a slightly different viewpoint.
So "r_showtris 1" in Fitzquake is showing the triangles which comprise the polygons.
I will try "r_drawflat 1" later and see what that looks like. Are there any other things you can do? Like to see the leafs for example?
I am learning the need to know about these things from a mappers point of view. I want my level to be as big as possible but not limited to certain engines. So I'm always looking at the info in the Qbsp log to see how many marksurfaces etc I have got. Also AguirRe's Bspinfo.exe is usefull to me for the same reason. The only way I can find out how many lightmaps I have is by loading in AguirRe's engine, and typing lightmaps on the console.
#4475 posted by JneeraZ on 2008/02/20 13:07:37
Well, "r_draworder 1" is a fun one because it draws the world backwards so you can see exactly what is being drawn from your current location.
I think that about covers it...
Notes:
#4476 posted by metlslime on 2008/02/20 22:02:19
r_draworder is only supported in software engines (winquake, etc.) i believe.
also, you can see lightmap count in fitzquake using "imagelist" command -- they are numbered starting with lightmap00.
#4477 posted by JneeraZ on 2008/02/20 22:04:04
Sorry, I'm a software guy so that's how I roll. :)
Willem Doesn't Code On The Shabbos, Either.
#4478 posted by biff_debris. on 2008/02/21 02:34:38
Shomer fucking Shabbos.
Uh,
#4479 posted by distrans on 2008/02/21 03:24:06
...how many dudes you know roll like this, how many dudes you know flow like this, not many, if any, not many, if
any,
how many dudes you know who got the skills to go in and roarck, a show like this, uh uh, uh uh, I don't know any body.
cept Willem, uh uh, uh uh.
And Than
#4480 posted by RickyT33 on 2008/02/21 10:23:12
he likes software... Im sure I saw a load of shots with pretty square pixels somewhere....
#4481 posted by JneeraZ on 2008/02/21 11:23:12
biff, you're out of your element.
I Like Fitzquake
#4482 posted by bear on 2008/02/21 13:25:45
with GL_NEAREST_MIPMAP_NEAREST...
So there's no way to visualize the current PVS in FQ? Maybe a lockPVS like in q3 would be a good addition if you have the time/desire?
#4483 posted by Spirit on 2008/02/21 14:16:38
What is/are PVS?
Darkplaces can show portals (r_showportals 1) and surfaces (r_drawsurfaces 1) (might be slightly different cvar names, from the top of my head) in a very appealing way. And thanks to metl's post I have now understood what portals are.
#4484 posted by JneeraZ on 2008/02/21 14:28:10
Spirit
PVS = Potentially Visible Set
Basically, he's asking for a way to freeze the rendering engine so that he can walk around and see what the engine was seeing from the spot where he was when he froze it. This is pretty useful to see, in the wild, what Quake is drawing.
Yeah Well Bear
#4485 posted by bambuz on 2008/02/21 15:00:02
I dunno, except that r_showtris is the closest and it prettymuch makes r_draworder obsolete too.
http://g.photos.cx/fitz0025-3a.jpg
http://g.photos.cx/fitz0024-38.jpg
(tuhnu2.bsp by Zaka, recommended for duel)
#4486 posted by gb on 2008/02/23 21:36:04
Tyrquake has r_lockfrustum and r_lockpvs IIRC.
#4488 posted by - on 2008/02/28 05:34:48
MAN
IN
SPPPAAAACCCEEEE
Uh
#4489 posted by Spirit on 2008/02/28 09:10:54
Now how did someone manage to have a 127.x.x.x (localhost) IP logged for that post?
#4490 posted by JneeraZ on 2008/02/28 11:50:12
Anonymizer?
The Posts! They Are Coming From INSIDE The Server!
#4491 posted by czg on 2008/02/28 12:08:50
OMG
#4492 posted by bambuz on 2008/02/28 16:40:35
Czg is inside the intartubes. Beware, he might come out of your socket at night.
#4493 posted by gone on 2008/02/28 17:41:22
gg turning this once good thread into generic flame and offtopic banter
All It Needs...
#4494 posted by Shambler on 2008/02/28 19:38:48
...is Speeds to pop up being a moany cunt, and it's the complete Func_thread :)
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