The density of both depends in Surface Inspector properties Patch mesh sub-division control ^Īs mentioned above we're creating terrain using patch mesh objects but because by default a mesh tends to have a high subdivision - the 'cellular' rows and column ratio - we need to find a way to gain more control over that and reduce the numbers being used.Ī 'simple patch mesh' created with an 11x11 control point grid - blue lines indicate the main control grid composed and manipulated through a series of grid point (vertices), green lines indicating the location of edge subdivision in the patch mesh. On the other hand, it's simple to use and with a little thought about what's going on you can get some interesting results. Most of these limitations can be worked around to a certain extent but obviously using meshes won't be nearly as versatile and controllable as modeling a terrain. You can't control the 'flip' of a polygon Patches no longer use LOD (level of detail) optimising as was present in the last Quake 3 generation of games : patch mesh always stay at the resolution they were created with, they don't 'reduce' as you move further away from them. Using mesh often means using more polygons than is necessary. You can't 'blend' textures : meshes can't be 'vertex painted' which Doom 3 requires for that texture blending to work. Whilst on an individual level this isn't too important, on bigger mesh or where you have lots going on, that waste starts to add up in terms of it's effect on the FPS. You're not really going to be able to do anything overly complex : you can only really create 'height based' terrain, terrain that undulates like hills (or 'boobs' as many call them).Ī patch mesh isn't 'optimised' : you can't remove polygons that don't 'do' anything. Using patches, keep these 'rules' in mind ^Īlthough the basic principal is pretty straight forward you create a brush, convert to patch mesh, texture, position and re-size the object - using them does require a few considerations which are all related to each other in one way or another With this in mind it basically means you can no longer create an interesting terrain from a trisouped block of brushwork it has to be either constructed from patch mesh objects or 3D models (the terrain is treated in the same way as mapobjects). The result of this is that two faces sat next to each other won't match up if they're at angles to each other. The Doom 3 editor (D3Ed) treats each face of a brush almost like a unique object, so unlike what you could do with previous versions, selecting a number of faces and applying a texture to them doesn't by default result in evenly textured group of faces each faces ends up with the texture rotated relative to the angle or orientation the face has. Relative to the context of this tutorial that means you can no longer build a terrain using a tri-souped mesh of brushwork (using 'TerraGen' or Gensurf'), if you do attempt to do this you'll find broken brushes and cracks and gaps that, no matter how often you 'tweak the verts', simply can't be removed. ![]() how you build a level - as previous games powered by the Quake 3 engine, it has introduced a few 'intolerance's' into the mix that must be taken into consideration. ![]() Tri-souping in the Doom 3/Quake 4 engine ^Īlthough Doom 3 and Quake 4 are essentially the same from a constructional point of view - i.e. This following tutorial covers the former technique way using patch meshes to create a basic terrain surface.ĭesign note: There was a third way to create a terrain - a trisouped brush mesh - but you can no longer get trouble free decent looking terrain objects using that old Quake 3 method (see below). There are basically two approaches to creating what is generally regarded as a 'terrain' in Doom 3 and Quake 4 the basic - using editor tools the advanced - using external 3rd party applications to 'model' a 3D object. For a better understanding of this read through ' how to. You do need a basic understanding of the Radiant level editor and how to manipulate patch mesh objects to be able to make full use of the concepts discussed below. The following tutorial explains how to use simple patch mesh objects in Radiant to make basic terrains.
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