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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Detail Brushes
rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
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Level 10
Admin
Category: CoD Mapping
Posted: Wednesday, Mar. 10, 2004 03:43 pm
Since there are many new mappers coming onboard here is some info on Detail Brushes that is very important in map making.
When you compile you level you mayhave noticed that the vis compilation takes quite a while (possibly hours and hours!!!), What -vis is doing is working out what can be seen from wherever the player might be standing. (and therefore what the engine renders..)

The proper use of detail and structural brushes will help keep those -vis compilations at a minimum. -vis compliation will ignore any detail brushes and only "see" structural brushes...

The main walls of the map (and floors and ceilings and skies...!) should be structural brushes, but stairs, trimmings and details can all be set to detail brushes. It's important to remember that detail brushes are see-thru as far as vis is concerned and cannot be used to seal the level, cause they'll cause a leak.

Here's some helpful keyboard shortcuts for setting up detail / structural brushes...

CTRL + D
Turns viewing of Detail Brushes on/off

CTRL + M
Makes the selected brush Detail

From Q3workshop

Quote:
When you compile you level you mayhave noticed that the q3map -vis compilation takes quite a while (possibly hours and hours!!!), What -vis is doing is working out what can be seen from wherever the player might be stood. (and therefore what the engine renders..)

The proper use of detail and structural brushes will help keep those -vis compilations at a minimum. -vis compliation will ignore any detail brushes and only "see" structural brushes...

The main walls of the map (and floors and ceilings and skies...!) should be structural brushes, but stairs, trimmings and details can all be set to detail brushes. It's important to remember that detail brushes are see-thru as far as vis is concerned and cannot be used to seal the level, cos they'll cause a leak.

How can I make VIS more efficient? (and reduce -vis processing time)

The time -vis takes is roughly proportional to the number of Portals in the map. The number of portals is displayed when you start VIS, as "numportals xxxx". The visdatasize is the size the PVS table takes up in the mapname.bsp file - this is limited to around 2MB.
A lot of Leaf Nodes means a lot of Portals. A lot of Portals means a long vis time.
The number of Leaf Nodes depends entirely on the complexity of the BSP.
Solution: detail brushes - Making a brush detail will stop it from affecting the BSP Tree, reducing the number of Leaf Nodes formed.
To make any brush a detail brush, select it and press ctrl+m or Selection > Make detail. Toggle viewing of detail brushes with ctrl+D or use the View > Show menu.


The drawback of wide use of detail is that over-simplifying the Leaf Nodes can hurt your visibility efficiency (see visibility summary).
Solution: HINT brushes - A Hint brush (common/hint) will be invisible in Q3, but is structural, so it will affect the BSP Tree and create more Leaf Nodes. This gives you a lot of control over where the Leaf Nodes are created. Placing a hint brush in an area of open space will force creation of a Leaf Node within the area of that hint brush. Hints can also intersect with other structural solid brushes or Hints, creating multiple Leaf Nodes or isolating groups of Leaf Nodes.
Hint brushes use a shader which makes the brushes nonsolid and nodraw, called common/hint.


Hints are best used to make large axial cuts along planes shared by other structural brushes, to maximise the amount of area hidden by each vis-blocking structural brush, by minimising the number and size of the Leaf Nodes visible.

Intelligent use of detail and Hint brushes in combination can reduce vis time and r_speeds in almost any map. However the map must be designed from the start with this in mind. Redoing an inneffiently made map is a lot of work.
Note: Making a brush detail will stop it from blocking visibility, so don't make your vis-blocking walls into detail brushes.

Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
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Wyatt_Earp
Preferred Member
Since: Jan 20, 2004
Posts: 628
Last: Jun 6, 2008
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Level 6
Category: CoD Mapping
Posted: Thursday, Mar. 11, 2004 08:25 am
Ctrl+shift+D makes detail brushes.

Since COD is based off portal rendering, hint brushes do not work in COD.

Just thought I would update that q3manual for COD.

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ShosMeister
General Member
Since: Feb 17, 2004
Posts: 179
Last: Jun 13, 2005
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Level 4
Category: CoD Mapping
Posted: Thursday, Mar. 11, 2004 03:25 pm
[confused] [confused] [confused] [confused]

Okay Master Earp, would you mind putting that in beginners english?

[confused] [confused] [confused] [confused]

Also, where should this fall in your recommended method of creating a map: pass 1, 2 or 3?

[eek] [eek] [eek] [eek] [eek] [eek] [eek]

Thanks!!!
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fragsalot
General Member
Since: Feb 13, 2004
Posts: 26
Last: Sep 22, 2004
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Level 2
Category: CoD Mapping
Posted: Sunday, Mar. 14, 2004 07:24 am
MMS_Wyatt_Earp writes...
Quote:
Ctrl+shift+D makes detail brushes.

Since COD is based off portal rendering, hint brushes do not work in COD.

Just thought I would update that q3manual for COD.




That explains why they had no effect in my map, so can portal brushes be used to control whats drawn around corners as hint brushes were used?
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Wyatt_Earp
Preferred Member
Since: Jan 20, 2004
Posts: 628
Last: Jun 6, 2008
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Level 6
Category: CoD Mapping
Posted: Tuesday, Apr. 13, 2004 07:30 pm
Ok, COD engine was designed not to use the HINTING like other Quake engines. So you dont need to angle corners on portals. The hint common brush is useless.

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[J5]EMPEROR
General Member
Since: Mar 27, 2004
Posts: 198
Last: Jun 11, 2005
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Level 4
MODSCON
Category: CoD Mapping
Posted: Tuesday, May. 18, 2004 07:31 pm
I wanted to add a note here about them as well. I noticed in various threads people saying to cut down vis compile time, make all your terrain meshes detail. I tried this and the lighting sux bad. The models do not light correctly nor do the bumps in the ground. Perhaps on a very flat terrain this would help, but I would advise against it and suffer the compile time hit for a way better looking map. One map I did took 22 hours to compile but it sure looked pretty.
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Wyatt_Earp
Preferred Member
Since: Jan 20, 2004
Posts: 628
Last: Jun 6, 2008
[view latest posts]
Level 6
Category: CoD Mapping
Posted: Wednesday, May. 19, 2004 03:30 am
You can not make terrain mesh's detail. That is an exception to the rule. Meshes are already a detail.
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maverick
General Member
Since: Feb 25, 2004
Posts: 460
Last: May 10, 2006
[view latest posts]
Level 5
MODSCON
Category: CoD Mapping
Posted: Wednesday, May. 19, 2004 05:49 am
ok because you also talk about portals can somebody answer my 3 question please
i have this error after finding portals in flare in bsp
it is something like this:

Allocportal failed on 28 bytes
or something like that
QUESTION 1: does anybody know what i can do about this error

maybe it has something to do with the limited 2 mb that you can have
and i have an error after samplebased-diffuse lightning:

AllocOccluderPools: allocation of side pool failed on 13279360 byte, reduce maxoccluder

so i must have over the maximum occluders in my map i think, QUESTION 2: but what are occluders?
because he won't start with world and modeling lightning and then i have no shadows in my map and everything is too bright

and QUESTION 3: are brushes standard structual so when you make a building you have to make some brushes detail and you don't have to do anything with the walls because they are already structual

i hope you guyz can help with the two errors me because i have this problem pretty long and nobody is really know what my problem is, maybe you know mms wyat earp
you know almost everything

and many thanx for the videotutorials
that helped me alot without them i never could built a map
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The_Grass
General Member
Since: Apr 13, 2004
Posts: 30
Last: Oct 30, 2005
[view latest posts]
Level 2
Category: CoD Mapping
Posted: Wednesday, May. 19, 2004 07:40 am
Hi
Question about Detailed Brushes ,may i make roofs and the steps of the stairs into detailed brushes ?

The_Grass Aka Ruurd Grasman Netherlands

http://members.home.nl/r.grasman/
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rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
[view latest posts]
Level 10
Admin
Category: CoD Mapping
Posted: Wednesday, May. 19, 2004 10:56 am
Yes you may. Stairs especially.
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
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