Springheel Posted December 29, 2013 Report Posted December 29, 2013 When I made my first map I never saw this happen, but ever since noticing it while beta-testing Penny Dreadful, it now seems to crop up in every map I spend time on. The problem is white, diagonal lines that appear over top of brushes or patches. The lines don't seem to correspond to any actual edges in the map, and there is no z-fighting. They generally disappear if you move back away from them. Anyone noticed this in their own maps? I got them to disappear once by making the brushes directly nearby into func-statics, but that's not always possible. 1 Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps
nbohr1more Posted December 29, 2013 Report Posted December 29, 2013 Isn't this another variation of this thread: http://forums.thedarkmod.com/topic/13772-mysterious-sparklies-what-are-they-how-to-get-rid-of-them/ Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...)
Springheel Posted December 29, 2013 Author Report Posted December 29, 2013 I can't see the images, but from the description it doesn't sound like quite the same thing; mine do not happen at any intersection or junction. For the record, I converted the beam above to a func-static, and the line went away. Then I converted it back to worldspawn, and the line still wasn't there. Strange. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps
Airship Ballet Posted December 29, 2013 Report Posted December 29, 2013 I've come across quite a few worldspawn-related visual glitches/disappearances, moreso when I cut them up. Converting them to func-statics seems to have worked in every case but it does feel like a very improper fix. I've noticed that specifically but obviously am nowhere near experienced enough to guess what causes it; I was just thinking I was doing something horribly wrong to the poor editor Quote Releases Quinn Co Part 1 Hey Merry, how's your next mission coming along?
Obsttorte Posted December 29, 2013 Report Posted December 29, 2013 Maybe some sort of dmap error!? Quote 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
nbohr1more Posted December 29, 2013 Report Posted December 29, 2013 Have you tried editing with the DR build referenced here: http://bugs.thedarkmod.com/view.php?id=3571 ? Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...)
Sotha Posted December 29, 2013 Report Posted December 29, 2013 Those sparklies are probably because of 2x antialiasing. Set antialiasing to OFF or to maximum to get rid of them. At least antialiasing setting removed the issue from me. Quote Clipper-The mapper's best friend.
nbohr1more Posted December 29, 2013 Report Posted December 29, 2013 (edited) Yeah there are some driver specific texture boundary issues with Id Tech 4 (OpenGL in general), AA will sometimes mask those with extra sample data (orblur them away). Are you seeing this with specific textures? Maybe the materials need "zeroclamp": clamp Don't repeat the texture for texture coords outside [0, 1] zeroclamp guarantee 0,0,0,255 edge for projected textures Edited December 29, 2013 by nbohr1more Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...)
grayman Posted December 29, 2013 Report Posted December 29, 2013 Here are two shots from WS2 that exhibit the same problem. There's nothing wrong with the brushes when looking at them in DR. Changing the AA setting made no difference. Quote
rebb Posted January 1, 2014 Report Posted January 1, 2014 Might be worth opening a Bug Tracker Issue with a small test-case map for. Quote
PranQster Posted January 3, 2014 Report Posted January 3, 2014 I have several of these in my current WIP. I'll try the convert to func_static and back to WS to see if that fixes it. Light sources make it all the more annoying, but I mostly see it when approaching walls. Quote System: Mageia Linux Cauldron, aka Mageia 8
PranQster Posted January 3, 2014 Report Posted January 3, 2014 Maybe also check for this scenario: http://forums.thedarkmod.com/topic/13772-mysterious-sparklies-what-are-they-how-to-get-rid-of-them/page__view__findpost__p__286415 Quote System: Mageia Linux Cauldron, aka Mageia 8
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