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back[guide]How to create a .ase model with radiant

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[guide]How to create a .ase model with radiant
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MagusZero
Chaotician
(1858 posts)

Actually it might. I know ut3 does this as well; rendering meshes gives better preformance than rendering brushes, so you're suggested to coat every surface you can with meshes, and use brushwork sparingly. Not entirely sure how it works, or why, but if it works here as well...

jal

master of the universe
(10599 posts)

SolidFake wrote:


How are they better optimized? I ever thought that using models is bad for performance because subdivisions can't divide them down?

There are different aspects to consider in here. For a start, the differences between forcemeta'ed and vertexlit are important. But, valid to both of them:

a/ Models are treated as detail surfaces, so using them simplifies the visibility tree.
b/ Models do not split adjacent brushes. Detail brushes are said to not do either, but it's a lie ;)

Besides this, a forcemeta model will subdivide the meshes grouping triangles by their lightmap axis projection (just as brushes do). A vertexlit model won't subdivide its meshes. The bigger the meshes, the less meshes to process in the cpu, the faster is to render.

So, in general, from fast to slow: vertexlit model > forcemetaed model > detail brush > structural brush.

SolidFake wrote:

Does this mean if I make my map completely out of brushes, then save it as a ase model and import that model in a map I will get better performance than if I hadn't done this?

But ofc, if you want speed you need to oclude invisible areas, and only structural brushes do that. Not drawing is always faster than the fastest drawing.

SolidFake

Member
(4388 posts)

jal wrote:

SolidFake wrote:

Does this mean if I make my map completely out of brushes, then save it as a ase model and import that model in a map I will get better performance than if I hadn't done this?

But ofc, if you want speed you need to oclude invisible areas, and only structural brushes do that. Not drawing is always faster than the fastest drawing.

That was the next thing I wanted to ask :)
So to reach the optimal performance, I'd better exchange all my detail brushes with their model equivalents but keep all my structurals.

SolidFake

Member
(4388 posts)

k, a last question
I'm planning to put all the patches and detail brushes in my map and put them all into a single ase model
But I'm also planning to make hint brushes
Now is the question that comes up in my mind, if I am now in one area closed by hint portals and in this area is a part of the ase model and in another area which isn't seen by me is also a part of the ase model, does this gets now drawn too because the hint brush can't divide the model?
Hope you know what I mean.

SolidFake

Member
(4388 posts)

buuuuuump?
c'mon jal :D

morbus

Member
(48 posts)

I cannot exactly say if its the case with hints but i think so. I tried foghull with a 5xxx *5xxx terrain model and it worked so maybe its the same for you here. But i guess you should simply try that.

Btw.: The big problems you will have to face is:

a) All the stuff you convert to .ase will get nonsolid. So you'll have to clip them manually or apply spawnflag (which will double your tris for the model).
b) You will probably get problems with your shadows since Q3map2 has problems with .ase models with more than 1024 polygons. (fake shadows, missing shadows). So if you want to use .ase models, better be on the safe side and split them to several smaller ones.

Greetings from Vienna. ;)

jal

master of the universe
(10599 posts)

SolidFake wrote:

k, a last question
I'm planning to put all the patches and detail brushes in my map and put them all into a single ase model
But I'm also planning to make hint brushes
Now is the question that comes up in my mind, if I am now in one area closed by hint portals and in this area is a part of the ase model and in another area which isn't seen by me is also a part of the ase model, does this gets now drawn too because the hint brush can't divide the model?
Hope you know what I mean.

Nope. The model meshes are subdivided fine.

SolidFake

Member
(4388 posts)

morbus wrote:

I cannot exactly say if its the case with hints but i think so. I tried foghull with a 5xxx *5xxx terrain model and it worked so maybe its the same for you here. But i guess you should simply try that.

Btw.: The big problems you will have to face is:

a) All the stuff you convert to .ase will get nonsolid. So you'll have to clip them manually or apply spawnflag (which will double your tris for the model).
b) You will probably get problems with your shadows since Q3map2 has problems with .ase models with more than 1024 polygons. (fake shadows, missing shadows). So if you want to use .ase models, better be on the safe side and split them to several smaller ones.

Greetings from Vienna. ;)

I will just split it up into more smaller models, about three models for all solid details and the rest for the nonsolid
Yay, Austria :D

@jal: yay, thanks :D

imhotep

Member
(825 posts)

.map/.ase to .md3
http://www.et-only.com/downloads/tools/readme/

Works great if you want a simple model for use in the awesome gametype you are creating but can't be bothered to learn a 3d modelling app :>

PyroGXPilot

Member
(4 posts)

You also have to remember that using radiant/q3map2/conv bsp->ASE produces a model that has 3 times more vertices than needed(all faces has their own set of verts.)

voyager

Member
(21 posts)

Oh noes! Can someone reupload screenshots from first post?

voyager

Member
(21 posts)

Okay, i found same guide in wiki :p


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