Radiant and advanced patch mesh, introduction
This tutorial stemmed from a level built
some time ago which required some curved 'traditionally' shaped columns.
The way they were initially built just didn't work; it resulted in far
too many triangles being drawn by the game engine and concequently slowing
down performance a great deal. Patch mesh on the other hand are well optimised, with a gradual 'LOD' (level of detail) based on distance which helps performace issues a great deal. The following tutorial explains how to use Radiants patch mesh curve tools to create a pillar.
In the begining... ^
"... there was the 'Radiant', and it was a bright and shiny
thing, the creator of worlds ...."
Make sure you can see, or get access to the top, side, front and 3D camera views; either by setting up Radiant
in 'quad' view (4 windows of equal size showing each orientation of
the 'world'. This is the default 'state' in which Radiant is installed
and loaded), or by cycling the views in one main 'grid' viewport by
using Ctrl+TAB.
You'll need the 3 main top, front and side views to edit the patches
properly from all sides. The camera view will you the '3D' progress
as it's being made. Just to give a basic visual grounding before starting, this tutorial
will produce the finished result shown below - it's a little over exaggerated
so you can see the components that went into building it and obviously
there's no real need to make objects this complex if they're not needed. Don't worry it looks more complex then it actually is.
Design note: Keep in mind that this type of 'modelling' will
skyrocket your r_speeds (polycount) if you do too much of it in one
location, especially if you make the columns quite complex.
This is what we should end up with
As you can see in the picture above, there are a number of 'basic'
shapes; the convex curves used to make the bulbous midrif; some flat
sections creating 'steps' on the base section, and 'fillets' providing
a smooth transition between the various shapes.
It's worth pointing out here that in this example each section of the
object is a separate patch mesh, the pillars foot for example is composed
of the 3 sections;
-
The 'foot' (the bit that sits directly on the ground).
-
A 'step' (an upright surface decoration).
-
The step top (the curved section that connects the 'foot' with the
'midrif').
The reason for using patch mesh cylinders in this way to build the
pillar is to create 'hard' edges which result in a much 'cleaner' profile.
If you wanted a 'softer' profile, using fewer meshes would do this.
The image below demonstates this by showing the two main ways to create
a 'curve' depending on the result you were trying to achieve;
Different approaches to the use of patches will result in shapes that
have a pronounced roundness or angular
Design note: although patch meshes like this has LoD (Level of Detail) attached to it - basically, fewer polygons are drawn
the further away you are from the object - using more then one patch
will mean more polygons are drawn by the game engine, possibly having
a 'negative' effect on performance, esp. on lower spec'd machines.
You'll notice if we use one single patch and shape it you end up with
quite an 'sharp' curve; the advantage of this method is primarily to
do with fewer polygons being drawn the game engine. If we use two or
more to create a more rounded, smoother shape, it looks better but at
the cost of rendered polygons in the game, it's rendering twice as many.
It does however, have the advantage of allowing you to use two different
textures, one of each side.
Keep this in mind when you design your levels architecture.
Making an object using a single mesh ^
Our 'building block' for this tutorial is the cylinder patch (shown below). You need to be in 'topview' for this to make sure that
a standing pillar is the right way up; doing this simply saves having
to rotate the mesh because Radiant will create the cylinder in such
a way as you're always looking through it's centre. Toggle your grid
viewport using Ctrl+TAB untill you're looking at the top view.
Our basic building block - a cylinder patch mash
Draw a 'brush' object in the normal way - LMB+drag - make it roughly
the size of the cylinder shown above. Leave it selected (making sure
you are looking at the top of the mesh) convert it to a cylinder
patch mesh; menu: curve > cylinder; you should have an object
similar to the above.
Once we've got this mesh the next stage is to 'vertex edit'
this patch mesh object - you can see in the picture above there are
some small coloured squares at the extreme edges of the mash, these
are 'control vertices' that allow the manipulation of the object,
changing it's shapes and relative size.
Vertex editing (manipulation) ^
As mentioned above, once we have a mesh the next stage is to change
it's shape; to do this we need to be in 'Vertex edit' mode. Pressing
the 'V' key whilst an object (brush or patch) is selected will
toggle you in to and out of vertex mode. This principle of vertex editing
(or using the 'control vertices') is used for all patch mesh objects;
cyclinders, flat meshs, bevel etc.
The image below shows part of the pillar mesh in vertex edit mode with
one side of the middle section already manipulated and pulled outwards
(so it creates the midrif bulge). The blue squares show the currently
selected set of vertexes; pink and green are unselected.
Editing the vertexes on the patch mesh
Design note: it may take you several attempts to select all
the vertexes on a 'row' because of the different selection methods
the editor uses; (LMB) single click, single click + hold. If you LMB
click and move a selected vertex you may find you've left some in
their old position, don't worry about this, just LMB select the 'old'
vertexes and move them to the new position.
Go to your side (or front) elevation/window and select the middle set
of vertexes - LMB+hold. Using the view you're in drag the set of vertexes
outwards as shown above (by 64 grid units). Press Esc (or V) to deselect
the vertexes. Apply the same manipulation to the vertexes on the other
side of the mesh. Once you've done this, move to your front (or side)
elevation/window and apply the same changes to the mesh vertices in
that view.
What you should end up with, is this (pictured below)
The finished result of manipulating a single patch from it's central
vertexes
You can make the convex (bulge) curve more pronounced by pulling the
middle row of vertices out further; doing this will give you a very
angular looking curve; or by pushing them back to the point of origin
for a shallower curve.
Design note: you can get a 'concave' curve (inward facing
curve) by either pushing the centre vertices further in, or pulling
the top and bottom set out.
If you want to change the size of the patch globally it's easiest to
do this in 'normal' editing mode, press V to (exit vertex mode and)
enter normal mode, just resize the patch the same way you would do with
any brush/patch - LMB+hold (near an outside edge) and drag and then
go back into vertex edit mode when you're done.