patch mesh road disappears underground(still need help plz)

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M&M
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patch mesh road disappears underground(still need help plz)

Post by M&M »

i made the ground from a a few brushes put together on one z plane(same height),i made the ground of several brushes cause there is holes in different places,anyways i put a road with an S shape and textured it and everything,i aligned that road with the ground (at the same level as the ground).in mohradient i can c the road from close up (i c it only when im walking on it) but when i go higher it disappears,it also disppears when i select the ground,and when i compile and test the road isnt there ,there is just the ground and small disturbances in texture where the road should have been.i tried eleveating the road in mohradient one space (grid 1) but smae effect,i kept increasing the space until i got the road clear but the problem that it looked very ugly as it was flying of the ground.can any1 help me on this here ,id really appreaciate it :wink: .tnx

edit:whats the shortcut button for screenshot in mohaa ,i seem 2 have forgotten it ,i tried the whole keyboard but i didnt get the message "###.tga screenshot taken "or whatever it was
Last edited by M&M on Thu Feb 05, 2004 11:49 am, edited 1 time in total.
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Axion
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Post by Axion »

I'm not sure about your first question, but the default key for screenshots is f12.
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wacko
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Post by wacko »

do not elevate the whole road but only the inner vertices. U should even set the outher vertices under the floor like:
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Post by M&M »

well thats crafty but it didnt solve the problem .i wanna post a screen shot of it ,but 1st i forgot the key,and now i forgot the username for the site i upload files 2 (i havent used it in a long time).as soon as i remember it or make a new 1 ill post it up

EDIT:i made signed up again and uploaded the screen,and here it is
Imagethis map is like 65% complete so there is still alot of stuff missing in the map but i just wanna get the road right 4 now

another question while im at it,i wanna make a door which opens away from the player each time instead of making 1 single direction,i tried the alwaysaway key but i dont know what value i should set
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wacko
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Post by wacko »

M&M wrote:well thats crafty but it didnt solve the problem
how many units is the road above the surface? maybe d/l tltrudes map mp_m4l0 at the recycling bin and find out how he did it!?
M&M wrote:another question while im at it,i wanna make a door which opens away from the player each time instead of making 1 single direction,i tried the alwaysaway key but i dont know what value i should set
maybe this link can help a bit
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Post by jv_map »

Flag the terrain facets completely under the road mesh 'invisible' and those near or partially under the road 'max detail'.
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Post by vonderbakluft »

Yep. That will work and will also help against texture swapping with the terrain, when looking to the road from distance.

However i should suggest to flag them with 'delete'. That makes the borders max detail by default.

Saves time :wink:

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Post by M&M »

tnx alot 4 ur help but im still a mapping newbie and this is my 1st so im still decrypting mohradient ,
jv_map wrote:Flag the terrain facets completely under the road mesh 'invisible' and those near or partially under the road 'max detail'.
how exactly do i do that .and is this better or this
vonderbakluft wrote:However i should suggest to flag them with 'delete'. That makes the borders max detail by default.

Saves time
or are they the same?
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Post by bdbodger »

It is hard to notice if you just lift the road 1 unit above the terain or do like wacko said .
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Post by M&M »

that screenshot is one unit above the terrain ,and wackos idea as i said b4 didnt work.thats the pic after wackos idea also
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Post by M&M »

can any1 tell me if that is normal for the patch mesh ,i mean does it do that effect u c in the screenshot above from a distance?cause if it does than i guess i cant help it.its just that it looks really ugly on the map every time i climb that tower :oops: :roll: :shock:
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Post by M&M »

hi every1
i still need help i have 3 questions

1st:i sit normal for patch meshes 2 show the effect in the screenshot by distance

2nd:flagging the terrain facets is about lod right?cause the road doesnt have any lod brushes under it (just a plain flat brush)

3rd:does any1 know of how 2 fix this screenshot 2 look normal and give a well looking road instead of this ugly one?
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Post by tltrude »

It is normal for the road texture to cull at a distance.

You can always replace that section of the ground with a couple of LOD terrain patches. But cutting out the curve by deleting triangles would be hard, and there would probably still be z-fighting at the edges.

Wacko's idea is still the best, but it has to be more than one unit above the ground.
Last edited by tltrude on Sat Feb 07, 2004 9:41 pm, edited 1 time in total.
Tom Trude,

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Post by crunch »

Based on that screenshot, you have not adjusted the patch mesh road the way
Wacko and tltrude suggested.

Even though you are not using LOD, the road is a patch mesh. So, select it, press V on your keyboard, and then select the entire middle row of vertices along it's length and lift them. 8-12 grid should do it. If your mesh is larger than 3x3, you may have to adjust other rows as well, but if so, they should be lower than the middle row.

Then that Z-fighting is gone.

Look at Wacko's image again....the rectangle is your brush, the curve is what your mesh should look like in the side view from its end.
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Post by M&M »

i wrote:well thats crafty but it didnt solve the problem
i also wrote:thats the pic after wackos idea also
i suppose those parts were not very clear.WACKOS IDEA DIDNT WORK :wink: .i did lift the vertices up the way wacko explained and i put the whole patch mesh one space (grid 1) above the ground ,then i took this screenshot.im using a patch mesh cause the road bends after that (and the whole road looks like that).any other ideas plz?
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