Jump to content
The Dark Mod Forums

Skybox turns grey when mantling.


Sir Taffsalot

Recommended Posts

@ST: You may describe the problem more clearly and post a screenshot, as not everybody had experienced that by now.

 

Just a suggestion ;)

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

I thought there was an existing issue of the player's origin temporarily moving into the void causing the sky to do strange things. It's corrected when the origin moves back out of the void.

I think this was discussed some years ago. It's got something to do with the player origin passing through geometry during the mantle.

Edit: Yop yop, I got ghosted.

We've discussed this. But in the specific case, the sky is quite far away an dthere aren't any geometries where the player could clip into (except we've overseen something). Are there any other things that could cause this?

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

@ST: You may describe the problem more clearly and post a screenshot, as not everybody had experienced that by now.

 

Just a suggestion ;)

 

I'm 100% burned out with working with DR. I will never attempt an FM this big ever again. Excuse me if my enthusiasm is lacking.

Edited by Sir Taffsalot

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

Link to comment
Share on other sites

That's ok. I know that feeling ;)

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

I've seen this many times. It is not the mappers fault, really. Mantling seems to bring the player close to sealing geometry. Same effect occurs if you put noclip on and sink slightly through the floor.

 

Would it be possible to tune the mantling path so that it steers more clearly away from geometry? Or could skybox textures be made tolerant of brief incursions into the void?

Clipper

-The mapper's best friend.

Link to comment
Share on other sites

Maybe the beast option would be to let the engine this grey thingy, which is basicallysomething the engine is not really knowing what it is suppossed to be, be rendered as sky.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

Bloody, my mustard bread just felt onto my keyboard as I was posting this. Damnit.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

What about the geometry the player is mantling? Isn't that close by?

 

Close by? He's mantling it :D ..and yes that was the issue. The banister/rail/posts were worldspawn. We converted it to func_static and that has resolved the issue.

 

Obsttorte mentioned the player animation issue and then Mortem Desino's comment on player origin was the nail in the coffin. Apparently it droops down in to the mantled geometry for a few milliseconds.

Link to comment
Share on other sites

  • 2 weeks later...

How would one solve this problem if they wanted to mantle through an open window that has a visportal in it? Turning the window frame into a func_static would mean that the visportal doesn't work.

 

This isn't an issue for me. I'm just curious.

"I believe that what doesn't kill you simply makes you... stranger"

 

The Joker

Link to comment
Share on other sites

How would one solve this problem if they wanted to mantle through an open window that has a visportal in it? Turning the window frame into a func_static would mean that the visportal doesn't work.

 

This isn't an issue for me. I'm just curious.

 

turn frame into func_static

 

hide frame

 

make visportal larger so it fills the gap

 

unhide frame

Link to comment
Share on other sites

Nice and easy, heh ;)

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • taffernicus

      i am so euphoric to see new FMs keep coming out and I am keen to try it out in my leisure time, then suddenly my PC is spouting a couple of S.M.A.R.T errors...
      tbf i cannot afford myself to miss my network emulator image file&progress, important ebooks, hyper-v checkpoint & hyper-v export and the precious thief & TDM gamesaves. Don't fall yourself into & lay your hands on crappy SSD
       
      · 1 reply
    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 7 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
×
×
  • Create New...