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Forum: All Forums : Call of Duty
Category: CoDUO Level Design
CoD United Offensive mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Wyatt_Earp, Rasta, StrYdeR, The_Caretaker, Cypher2004, supersword, batistablr, Welshy
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Author Topic: Vehicles driving on Patch Meshes...
JD_2020
Preferred PLUS Member
Since: Jun 30, 2004
Posts: 189
Last: Nov 19, 2007
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Level 4
Category: CoDUO Level Design
Posted: Sunday, Jan. 30, 2005 04:04 pm
I have vehicles in my map, and have a patch-mesh road which is going uphill and around a corner. It is a very wide turn, not sharp, and it consists of two 3x3 patch meshes. Whenever a vehicle drives up or down this road, it will spaz out every once in a while. It will just glitch - hard to explain. It is a visual glitch...

Let me try to explain it with words first: You'll be driving, and for a fraction of a second, your car will flip on its side and then snap back to its wheels. Tanks work the same way, and it looks really weird.

It happens at the seam between the two patch meshes, but I found it also happens in the center of a single mesh. The hill is not especially steep, so I am not sure why it does this. Just in case, I made sure the two patches had as smooth of a transition as possible, but I get the same effect.

Any ideas?

Thanks!
Jdawgg
StrYdeR
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Since: May 11, 2004
Posts: 11328
Last: Nov 27, 2008
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Level 10
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Im a HOST of MODSonair
Category: CoDUO Level Design
Posted: Tuesday, Feb. 8, 2005 09:31 pm
did you stretch the edge of the mesh to suit a curve perhaps?

manually editing the location of vertices can sometimes cause very weird/bizarre effects [angryalien]
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JD_2020
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Since: Jun 30, 2004
Posts: 189
Last: Nov 19, 2007
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Level 4
Category: CoDUO Level Design
Posted: Tuesday, Feb. 8, 2005 10:32 pm
DAMNIT!!! Took me so long to make that too! :P
StrYdeR
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Since: May 11, 2004
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Level 10
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Category: CoDUO Level Design
Posted: Tuesday, Feb. 8, 2005 10:34 pm
well...at least it was only that....
i recall someone that encountered a similar problem - only they fell through the mesh [angryalien]
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MAD_Mike
General Member
Since: Oct 15, 2002
Posts: 32
Last: Mar 7, 2005
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Level 2
Category: CoDUO Level Design
Posted: Wednesday, Feb. 9, 2005 10:13 am
Either try using terrain meshes instead of patch meshes or put a 1 unit high vehicle clip on top of your patches.
JD_2020
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Since: Jun 30, 2004
Posts: 189
Last: Nov 19, 2007
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Level 4
Category: CoDUO Level Design
Posted: Wednesday, Feb. 9, 2005 04:17 pm
Well Terrain meshes I tried before I even attempted patch meshes, but since my road is a curved road that changes 90 degrees in cardinal direction (a smooth wide curve) AND goes uphill pretty high (up a cliff ridge sort of) so terrain was out of the question.

So making the vehicle clip is equally out of the option :(
chkcobra
General Member
Since: May 13, 2002
Posts: 32
Last: Feb 26, 2008
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Level 2
Category: CoDUO Level Design
Posted: Wednesday, Feb. 9, 2005 11:00 pm
making the curves out of terrain meshes is easy just have to work your vertices to curve. this also helps when trying to match it up to terrain. The map I am working on has a huge road that curves and changes elevations in many places before going up into a mountain, also have a curved tunnel for tanks going through the mountain all made out of terrain meshes,
Mr_Dallas
General Member
Since: Dec 21, 2004
Posts: 53
Last: Apr 6, 2008
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Level 3
Category: CoDUO Level Design
Posted: Thursday, Feb. 10, 2005 03:40 pm
I seem to have the same problem, most of the time on places where i used alpha patches,... weird stuff, is there another way to fix this. all patches are same size, when i try flatten them again the problem keeps existing. damndamndamn.
JD_2020
Preferred PLUS Member
Since: Jun 30, 2004
Posts: 189
Last: Nov 19, 2007
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Level 4
Category: CoDUO Level Design
Posted: Thursday, Feb. 10, 2005 06:44 pm
Well yeah, I guess if you want to manipulate all the vertices individually you could make a long complex road... Unless there is some reasy way to bend high vertex-count terrain I think I'll stray away from the tedious...

I mean seriously, to move every single vertex one by one would take hours to do for one mesh, especially with the Graydiant not liking you selecting and deselecting vertices often....
RyanF
General Member
Since: Sep 29, 2004
Posts: 129
Last: Feb 25, 2005
[view latest posts]
Level 4
Category: CoDUO Level Design
Posted: Thursday, Feb. 10, 2005 08:27 pm
jd In the past I have used patches to create roads. They can make for especially nice sweeping hills and what not. However I have encountered more and more problems by using them. After studying thr mp_foy map, I have concluded it is worthwhile to take your time and make them out of terrain meshes. Even if it means you have to spend a little more time manipulating the vertices on smaller meshes. There's no need to make them extremely complex. Looking at foy, they seems to be pretty simple. I would guess 4X4 at the most. Also I have not really noticed too much of a difference between a patch road and terrain mesh raod. Honestly, the quality difference between the two isn't really noticable at all. Especially when your in a battle.

So needsless to say, I uses patches all the time, but I use them for objects like curved walls, etc. Any ground surfaces I keep terrain meshes.

You CAN make some roads of of patches. But it's gets tricky. I have had the exact same error as you. It's almost like a triangle polygon is missing from the patch. The patch is perfectly visible, but on occasion your vehicle will dip into a viod real quick. On some of the bigger patch section, this phantom polygon will cause you real trouble. Your vehicle or even your player may fall right through! It's safer to stay away from using them as roads if you can.
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