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[NEED HELP] Micro-seams in Compiled Map

#1
I have a double helix staircase and obviously everything isn't going to align perfectly with the grid. When it's compiled thankfully every brush remains as is, but if you look hard enough there's some micro-seams along the curve. 
I figure if I exported the brush to .obj and put in that .obj as a model it'd get rid of that seam issue (since the edges touch in-editor), but everytime I do that I just get a small cube with a no shader texture on it.

What do I do to get rid of these micro-seams?

I tried to follow along with this.
https://www.katsbits.com/tutorials/idtec...vanced.php


Attached Files Thumbnail(s)
           

.txt   model-doublehelixstairs (copy 1).txt (Size: 976.52 KB / Downloads: 1)
.txt   model-doublehelixstairs (copy 1) obj.txt (Size: 1 MB / Downloads: 3)
Xonotic exists for a long time and low player count is the proof that nobody wants to play Xonotic since it is a bad game by default.
- Lyberta, 2017
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#2
The mesh is full of gaps/holes:

[Image: HAW35Ps.png]

It is better if every vertice of a brush meets a vertice of neighbour brush.

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[Image: 62416.jpg]
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#3
   


   


Example map and model


It is an example of how to build some geometry with "modular" models made from brush work.


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[Image: 62416.jpg]
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#4
I keep getting 

Code:
Model load failed: "/home/user/.xonotic/data/infinity-improv4.pk3dir/models/stairs_test.obj"

entityCreate -class misc_model 
Xonotic exists for a long time and low player count is the proof that nobody wants to play Xonotic since it is a bad game by default.
- Lyberta, 2017
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#5
   

It seems a problem in your end.

But it is only a test  trying to show you that you can create your stairs with a bunch of brushes with no gaps between them.

Can you open the stairs_test.map to see how I have built the small piece of circular staircase?

,
[Image: 62416.jpg]
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#6
Quote:Model load failed: "/home/user/.xonotic/data/infinity-improv4.pk3dir/models/stairs_test.obj"
apparently 'make path relative' doesn't work for this
is it the path, radiant sees?
i suggest to enable logging and to post full log
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#7
I just extended my mapping scripts and also added an example on how to generate spiral stairs with it:
https://github.com/DefaultUser/AssetGene..._stairs.py
At some point I will create easy to use asset generator classes and maybe even a GUI.

I think those seams exist because the inner and outer ramp segments can not be created by one brush each. You can see in my script that I split those into two brushes.
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#8
Quote:micro-seams
outer ones are just caulk, lol; +vertices may be coincident there
cracks between steps is known issue; q3map2 does too nasty snapping or something, code logic probably expects integers; requires investigation
snapping to grid fixes these ones for me (snapping breaks some parts tho, since vertices do not meet each other here and there)
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#9
(01-13-2019, 09:33 AM)Julius Wrote: It seems a problem in your end.

But it is only a test  trying to show you that you can create your stairs with a bunch of brushes with no gaps between them.

Can you open the stairs_test.map to see how I have built the small piece of circular staircase?

,

Yeah I saw.

(01-13-2019, 04:31 PM)Freddy Wrote: I just extended my mapping scripts and also added an example on how to generate spiral stairs with it:
https://github.com/DefaultUser/AssetGene..._stairs.py
At some point I will create easy to use asset generator classes and maybe even a GUI.

I think those seams exist because the inner and outer ramp segments can not be created by one brush each. You can see in my script that I split those into two brushes.

(01-13-2019, 04:42 PM)Garux Wrote:
Quote:micro-seams
outer ones are just caulk, lol; +vertices may be coincident there
cracks between steps is known issue; q3map2 does too nasty snapping or something, code logic probably expects integers; requires investigation
snapping to grid fixes these ones for me (snapping breaks some parts tho, since vertices do not meet each other here and there)


I went and snapped my stairs and the walls to the 1 grid, a column of vertices at a time and got it to fully close.
Xonotic exists for a long time and low player count is the proof that nobody wants to play Xonotic since it is a bad game by default.
- Lyberta, 2017
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#10
Do not use quadratic brushes to build your staircase or you will have gaps.


It is better to use triangular brushes (probably the only way) :

   


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[Image: 62416.jpg]
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#11
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#12
I have the same problem on my kolossus map. I even redid the part where it occured without success. I believe it's where the q2 engine hits the precision limit of the floats. But on the other hand it puts 2 points close together which should be on one point anyways... Maybe sin() is not precise enough?

Like you did here @30sec:
https://www.youtube.com/watch?v=qA9eNOkD1iY
I did that a bit bigger and with 36 sides.

Also messed up some parts where I copied brushed I rotated. (Converted it to a model in radiant, and imported it that way so the radiant wont mess up the vertices...).
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