osen / openradiant

A Quake III level editor that can be used with any engine
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[QoL] Question about curves #3

Open madsami opened 3 years ago

madsami commented 3 years ago

In Radiant, if you make a curve or a cylinder, they are not uniform in their roundness. They're more square-shape round than perfect round, which is kind of confusing. You can trick the curve into being near-perfect round by dragging the vertices a little bit depending on the size of the curve. So here's the question: Wouldn't it be ideal to solve this by creating perfect curves by default? This pic shows the issue in the editor (GtkR 1.6.6): https://imgur.com/H2fZ5ta

osen commented 3 years ago

Hi,

Hmm I hadn't actually noticed this before. I believe OpenRadiant has inherited that from GtkRadiant. Over the next few days I will have a look at the curve generation code and see if I can find anything that I can improve within it.

madsami commented 3 years ago

In Q3 engine games, these curves, or patches would tessellate depending on how close you were to them in-game, thus in the editor their complexity is kind of 'unknown'. It would be better to choose a level of tessellation that is used during creation of them in the editor, rather than being some weird dynamic item in the game, if this is going to be used as a sculpting tool. I'm sure you can find a good method for improving them, as basic shapes like this shouldn't be as weird as they are in Radiant :)