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Caulk vs LOD terrain

Posted: Sat Jun 07, 2003 3:51 pm
by Zip
Ok, forget which looks more realistic for the moment....

If I made a large map with a totally flat terrain made entirely of Caulk brushes (lots of brushes not one massive brush!!) textured with grass on the top faces........would it run faster in MOH than if I had used LOD Terrain textured with grass?

If you want dimensions, assume the map takes up the who space in Radiant :P

Posted: Sat Jun 07, 2003 11:25 pm
by wacko
silly question:
why don't you just give it a try? make a test map with lod and another one with the brushes. take a look at the fps and you'll see...

Posted: Sun Jun 08, 2003 2:13 am
by General Death
Depends on the type of map you are working on....if you can get away with no LOD go for it....other outdoor maps just look silly without it imo. If you have small areas use patch meshes :)

Posted: Sun Jun 08, 2003 10:50 am
by Zip
Thanks guys. The reason I asked was because.....

In the map I'm making I want the ground of my area containing buildings to be totally flat and then surround it with a forest (& shore line, if i can figure it out) using LOD terrain. The area with buildings has Caulk brushes for the floor and is getting quite big now, so I wondered if I was using the correct method.

Also, although I haven't even got anywhere near finished, but I'd like someone/people to look at my map and give me an opinion on how well it is made so far. If it is poor I'll start over. I haven't added things like bushes, crates, barrels, etc. yet that will improve playability, but again I would like an opinion how it may play with details added. I have furnished a few buildings crudely......oh you get the idea, it's not finished yet, lol.

Posted: Sun Jun 08, 2003 12:57 pm
by General Death
Well if you still have my e-mail addy I can check it out for you :)

Posted: Sun Jun 08, 2003 1:00 pm
by Zip
Thanks (i seem to be saying that a lot to you :lol: )

The map is in the post!

Posted: Sun Jun 08, 2003 1:03 pm
by Surgeon
Genny is just such a helpful guy (now watch as i get a pasting for calling him Genny :P :D )

Posted: Sun Jun 08, 2003 1:15 pm
by Zip
He sure is. :D

Posted: Sun Jun 08, 2003 1:20 pm
by General Death
Genny...ROFLOL :lol:

Hey when I first started out most where not as helpful :(

But they are not around the moh scene anymore so.....

Im doing a complie that should be done in an hour or so and then ill look at what you sent me :)

Posted: Sun Jun 08, 2003 1:42 pm
by Zip
An hour, wow :o ! That must be one huge map! 8)

Posted: Sun Jun 08, 2003 2:28 pm
by jv_map
LOD terrain is supposed to be a whole lot better for fps than brush terrain, because LOD terrain can change its level of detail (that's why it's called LOD ;)) and thus reduce its triangle count. Moreover LOD terrain has efficient culling for invisible faces.

Posted: Sun Jun 08, 2003 2:39 pm
by Zip
Thanks.

I guess the only trouble with LOD terrain is you have to have them as 512x512 and so can't texture you're floor so quickly. (i.e. you'd have to texture each little triangle in some cases)

Posted: Sun Jun 08, 2003 3:02 pm
by General Death
Zip I have looked at your map and your well on your way to a great map :) Everything in the map screams this is mapping fundamentally mastered...lol. I was very impressed to see chaulked unseen faces, textures of proper scale/rotation, and a good basic layout :) As far as adding static models like bushes/trees, go for it. A map this size can get away with lots and lots of detail :)

Areas that need to be looked at:
(1) if the inside of the fence will only be seen then chaulk the back of the fence poles and use the no draw texture on the back/top/bottom of the wire fence.
(2) Back of medic sign could use chaulk texture.
(3) Handrails into buildings need the textures rotated on the sides.
(4) This is a hard one.....texture alignment of the curbs made my a square cylinder to the matting brushes.....just something you have to play with till it looks as good as possible :(
(5) Doesnt always cause a prob but your func_ladder brush should not touch anything...have it off of all faces by at least one grid block. You will find this more of a prob on weird angle ladders not the common angles.

Posted: Sun Jun 08, 2003 3:16 pm
by Zip
Wow, you even noticed the backs of my red cross signs :)

The fence is only the beginning to much much more to come, so it's ok i think :wink:

Yeah those curbs were a bit of a nuisance. I used 'natural' to fit them in the end.

I'll get on to those ladders and rails too.

Thanks very much for your input....and a big "Phew!" I haven't done too badly so far :lol:

Posted: Sun Jun 08, 2003 3:47 pm
by General Death
I should have said that the wire part of the fence needs to be done reguardless of only one side or both being seen by the player :oops: .

Keep up the good work :)