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Flickering walls

 
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Geoffrey S
Gamorrean

Joined: 29 Jan 2005

PostPosted: Apr 18, 2006 21:04    Post subject: Flickering walls View user's profile Send private message Reply with quote

Quick question. What causes flickering, solid walls? There doesn't seem to be any conflict between different walls, but for some reason sections of the wall seem to become transparant when viewed from a distance, revealing the sky texture behind it; it doesn't even seem to be split between vertices on that wall. Does it perhaps have something to do with large sectors or the height of a sector?

Fenwar
Admiral Ackbar
Admiral Ackbar

Joined: 15 Sep 2003

PostPosted: Apr 19, 2006 10:06    Post subject: View user's profile Send private message Reply with quote

I've had see through walls in the past with very complex sectors (in my case it was some interlocking sliding doors)... but this was on a smaller scale, it just meant that from certain angles you could see through the doors into the room beyond.

I can't remember what I did in the end... I do remember that creating a new sector and rearranging it so the wall numbers started at a different point fixed something... just can't remember if it was that bug. old skool roller

The other thing I've seen cause flickering is overlapping walls in the same sector but it doesn't sound like that's your problem.

It's not something obvious like breaking the 200 DFU limit is it? Does breaking the sector up / splitting long walls help? Would it be feasible to break up the view with a few pillars?

Maybe as a last resort you could just create another thin sector behind the one with the flickering walls, with the same wall height and texture; if its only happening at long distance I guess the player wouldn't notice too much?

Just a few thoughts anyway. top one, nice one, get sorted!

Geoffrey S
Gamorrean

Joined: 29 Jan 2005

PostPosted: Apr 19, 2006 15:13    Post subject: View user's profile Send private message Reply with quote

Thanks, I'll try some of your suggestions. I've seen it happen before, but usually that's as you say when walls conflict. It's a large, complex sector, just barely not homming; having looked again it seems to happen when viewed through a particular adjoin, I'll mess around with that. If that doesn't work I'll try breaking up the view.

As an aside, what's the minimum distance the player has to fall down before instant death? I'm not at a height of 200 DFU yet, but it's getting a bit close and I'd like to minimize the distance to the floor.

Fenwar
Admiral Ackbar
Admiral Ackbar

Joined: 15 Sep 2003

PostPosted: Apr 20, 2006 07:15    Post subject: View user's profile Send private message Reply with quote

couldn't tell you off the top of my head but I'm pretty sure it's in the DF Specs under "metrics"...

Are they still online anywhere?

Geoffrey S
Gamorrean

Joined: 29 Jan 2005

PostPosted: Apr 27, 2006 16:00    Post subject: View user's profile Send private message Reply with quote

Fixed. Was probably just too large a sector with too many vertices. Broke up walls, used more sectors, and it works. Now it just barely doesn't HOM, which is good.

Still not certain about the fall distance, couldn't find the specs in my DF files.

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Apr 27, 2006 16:04    Post subject: View user's profile Send private message Send e-mail Reply with quote

It's in the DF Specs definately, it's something like 96. I use 100.

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Geoffrey S
Gamorrean

Joined: 29 Jan 2005

PostPosted: Apr 27, 2006 16:55    Post subject: View user's profile Send private message Reply with quote

Cheers, I'll keep that in mind.

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