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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Completely noob question....terrain patches....
={E|S|R}=Switch
General Member
Since: Dec 15, 2006
Posts: 28
Last: Aug 28, 2008
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Level 2
Category: CoD2 MP Mapping
Posted: Thursday, Aug. 7, 2008 01:10 pm
The way I'm making terrain patches at the moment is to create my brush, texture it, then make it a simple terrain patch 15 x 15. But if the original brush was long but only half as wide as it's length, then the vertices in the patch tend to be stretched out quite a lot.

Is there a way of adding more columns / rows? I tried using the advanced terrain editor to add more but nothing happened. Or should I simply stick with cutting the brush into equal smaller squares and doing it that way?

Any help appreciated!
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liquidpredata
General Member
Since: May 8, 2006
Posts: 81
Last: Jul 15, 2013
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Level 3
Category: CoD2 MP Mapping
Posted: Thursday, Aug. 7, 2008 01:32 pm
i dont think radient copes with over 15x15 i wathed a tut years ago by wyte earp and he said its best using 13x13 or 12x12 and copy paste them individually
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Mystic
General Member
Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Level 10
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Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Thursday, Aug. 7, 2008 02:21 pm
The max vert count for a single patch is 15x15, you should try to avoid large patches anyway, try to keep them small and place them next to each other, you can connect the vertises of different patches together by pressing 'V' with the patch selected, highlighting the verts you want to connect and pressing W.

edited on Aug. 7, 2008 10:22 am by Rasta
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peri
General Member
Since: Jan 23, 2005
Posts: 457
Last: Sep 16, 2023
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Level 5
Category: CoD2 MP Mapping
Posted: Thursday, Aug. 7, 2008 02:36 pm
A patch is made up of triangles.

Ideally you keep the number of triangles (and other textured surfaces) in your map to a bare minimum.

If you can get away using a huge patch thats only divided 3x3, do that rather than any other combination of patches or divisions with more triangles.

Its a trade off really. High triangle patches look great and can be smoothly blended and molded, but the more tri's, the harder the engine has to work and the lower the fps.

Also, theres a finite number of surfaces your map can have. This limit is coded into the editor and can't be changed. If you make lots of high detail terrain theres a real danger your map compile will fail with an error about too many surfaces or vertices

edited on Aug. 7, 2008 10:37 am by peri
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