Meshed arches?

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Chrysaor

Lord of the Pants
Nov 3, 2001
3,022
6
38
Hiding in your Attic
Hey i'm a noob with 3d engines, but how did q3 get those perfect curves? just curious

i mean i was thinking, couldn't u do that for UT? just make a mesh that covers the top part of the arch. You could apply any skin to it and change the draw scale and it could be perfectly round...wouldn't that be cool?
 

Deathwing

Raucous Rodentia
Mar 15, 2000
1,792
0
0
39
Canada
That's a special feature of the Q3 engine. There are no truly curved brushes in the Unreal engine.

I don't know much about the editor though and I don't know about the mesh or anything. Some UT maps (DM-Brutality][ is one) have what pass as arches, so it's not impossible to at least make it look ok.
 

bobtheking

Monkey in a bucket
Dec 1, 2001
1,237
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dx*dp >= h/4pi
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Those curves in Q3 aren't true curves, they are just like ut curves, but with lots of polys to make it seem curvy. The engine probably has special code to accelerate the rendering of those polys or something. I don't think true curves even exist except maybe the newest cards with some funky rendering code
 

Skorch

Banned
Feb 5, 2000
1,812
0
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Yes, but there is a mesh pillar in the game, although using them for archetecture is not a good idea, they could have thrown in some dish antennaes toilets computers and such...
 

FireSlash

Whats a FireSlash?
Feb 3, 2001
4,300
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Central Ohio
www.unrealannihilation.com
Q3A has support for round surfaces. basically, it can make any angle (if turned on for that mesh/brush) rounded if the angle of the ajoined vertices (creating angle A) is greater than X degrees.

hence, if m/A > X then round. i believe its rendered with 2d meshes but i wont say for sure. its possible to setup a curved masked actor, but that would be work...