Transfer_heights HOM
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Transfer_heights HOM
Anyway to make this level so it doesn't display HOM when you fall off the bridge, or is it a bug???
That's normal behavior. What you're asking the engine to do is to display two ceilings on top of each other. It's not capable of that. Notice that when you're directly under (or over) the bridge, the HOM goes away. That because only one ceiling (the bottom of the bridge) is being drawn.
As a side note, if you move too far left or right, so you're hanging off the edge of the bridge and looking down, you will be able to see HOM there too because the engine can't draw two stacked floors either.
As a side note, if you move too far left or right, so you're hanging off the edge of the bridge and looking down, you will be able to see HOM there too because the engine can't draw two stacked floors either.
Don't use TransferHeights at all then. Just create a bunch of lines with step textures like you did for the left and right side of your bridge and the problem is gone.Xaser wrote:Crap. I wish there was a way to correc this. Then again, I suppose it might be okay if the player wasn't allowed to fall off the bridge, but that kinda sucks, don't ya think?
It could look like this:
Yes, I know about the crossbeam thing, I'm just saying that it would look much nicer if I could just make it a single floor texture, instead of a bunch of crossbeams.kn wrote:Don't use TransferHeights at all then. Just create a bunch of lines with step textures like you did for the left and right side of your bridge and the problem is gone.Xaser wrote:Crap. I wish there was a way to correc this. Then again, I suppose it might be okay if the player wasn't allowed to fall off the bridge, but that kinda sucks, don't ya think?
yeah I spent some time seeing if I could fake 3d with transfer_heights back when I made helm's deep and I sort of managed it to an extent but it was never perfect from all possible spots so instead I settled for floating transparent textures which is actually one of the framerate killers in the map, whoopsie
it's not really, it's a combination of all the thing_hates going on and parts of the architecture. the large amount of sprites do come into play but it's more those parts of the map. for instance, when the map starts turn on freeze mode (freeze in console) after a few seconds (so there's a bunch of projectiles in the air) and then turn on vid_fps, now run outside and look at the imps without any of the architecture in view, make note of your framerate and now turn around and make note of it.Hirogen2 wrote:Nah, the projectile count is a framerate killer.
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Yes, and 1.667, but not really way back when I had 0.400GHz only.Map runs fine on my AMD/1.67GHz
Cyb: what ever, it is action. When I use the freeze console command, framerate goes fscking up.
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