Rendering through func_walls Created 17 years ago2006-12-01 22:47:54 UTC by Kinrah Kinrah

Created 17 years ago2006-12-01 22:47:54 UTC by Kinrah Kinrah

Posted 17 years ago2006-12-01 22:47:54 UTC Post #204778
Okay, this is for the map I needed the lobby desk for. I have one passage crossing over another, and the upper has passage-high func_walls set to Solid and FXAmount 255 to stop the player from jumping over. Problem is, moving to a place which will be at the top of some steps, looking back through the func_wall causes another room to half-go black (which I'm assuming is rendering). Now, r_speeds don't go above 300, so nothing in that department, but what's happening?
Posted 17 years ago2006-12-01 23:31:51 UTC Post #204781
Posted 17 years ago2006-12-02 08:20:50 UTC Post #204814
Well, I'll try func_illusionaries with clip brushes then.

EDIT: Nope, no good, still the same, pic attatched.

User posted image


EDIT AGAIN: Hang on... two things I've found:

1. From the compile log
Warning: Leaf portals saw into leaf
Problem at portal between leaves 109 and 100:
   (109.000 197.000 -321.000)
(110.000 198.000 -320.000)
(110.000 198.000 -320.000)
(109.000 197.500 -320.500)
2. The problem disappeared once I put a light in above the passage.
Posted 17 years ago2006-12-02 08:41:48 UTC Post #204815
Posted 17 years ago2006-12-02 09:22:49 UTC Post #204825
They're texlights. This is an indoor map.
Posted 17 years ago2006-12-02 09:34:22 UTC Post #204827
Posted 17 years ago2006-12-02 12:46:01 UTC Post #204837
I could have sworn I posted that I fixed this a minute ago...
Posted 17 years ago2006-12-02 13:14:40 UTC Post #204842
and kinrah, the screenshot looks like your running in software rending mode.

go to video options and change it to openGL or if that won't work for some reason D3d. It will look much much better
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