[Gtkradiant] Misc_model issue (Q3Map2)

Reaper{DKMs} reaper at drunkenkillingmachines.com
Tue Mar 22 18:16:44 CDT 2011


Please remove my address from your mailing list. I would apprecate it. 
Thanks
----- Original Message ----- 
From: "Tomi Isoaho" <tti at rq3.com>
To: <gtkradiant at zerowing.idsoftware.com>
Sent: Tuesday, March 22, 2011 5:59 PM
Subject: [Gtkradiant] Misc_model issue (Q3Map2)


> Hello.
>
> I ran across an interesting problem. To get the idea, download the
> following test maps:
>
> http://screenshots.rq3.com/tti/badtris.pk3
> http://screenshots.rq3.com/tti/badtris4.pk3
>
> You'll need both paks. The first one contains all the assets (scripts,
> textures) and the latter has a slightly simplified version, which made
> easier for me to track down the problem.
>
> So what's going on? Let's see... If a misc_model has more than one
> surface and if some of them are made of non-meta triangles, Q3Map2 spews
> out a bsp which has "bad triangles".
>
> --
> Surface has bad triangles, originally shader
> models/mapobjects/tti/vic/light_front 20 tris 16 verts, now 12 tris
> Surface has bad triangles, originally shader
> models/mapobjects/tti/vic/patrol/main 705 tris 558 verts, now 693 tris
> --
>
> Interesting numbers. 705 triangles is the total polygon count of my
> misc_model. The first surface has 12 tris.
>
> 705 - 12 = 693.
>
> Oddly enough, if your map has too many of these bad triangles (let's say
> about 20k), it freezes the game. Or better yet, if you happen to have an
> nvidia card and Windows 7, it crashes the drivers too! Windows XP users,
> on the other hand, are greeted with a Blue Screen of Death.
>
> I didn't compile the vertex-lit surfaces as meta, because it detaches
> the adjacent triangles from each other and thereby kills the smoothness
> of shadows. However, the lightmapped surfaces, in turn, have
> q3map_forceMeta applied to them via shaders, because they need it,
> otherwise they would appear full-bright.
>
> http://screenshots.rq3.com/tti/badtris5.pk3
>
> Here's the same map as badtris4, except with meta surfaces. The bad
> triangles are gone, but as expected, it also broke the smooth shadows.
>
> --
> SmileTheory is the fine fellow who backported XreaL's VBO stuff to ioq3.
> His thoughts on the subject:
>
> <SmileTheory> actually, I'm looking at
> http://www.qeradiant.com/cgi-bin/trac.cgi/browser/GtkRadiant/trunk/tools/quake3/q3map2/surface.c
> , specifically EmitDrawIndexes()
>
> <SmileTheory> and it looks like the middle of that function,
> "bspDrawIndexes[ numBSPDrawIndexes ] = 0;" is where the bad tris are
> coming from
>
> <SmileTheory> it seems to me that triangles with bad indexes should be
> stripped, not just have the bad indexes set to 0.
>
> <SmileTheory> I'm thinking there are three bugs here, one in ioquake,
> one in the nvidia drivers, and one in q3map2, and they all should be
> fixed, though probably only one will be. :)
>
> --
>
> Regards
>
> Tomi Isoaho
> tti at rq3.com
>
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