Pages: [1]
  Print  
Author Topic: dm3 problem  (Read 6943 times)
dmn_clown
Posts a lot
*

Cakes 1
Posts: 1324


« on: May 31, 2007, 05:26:54 AM »

Any ideas on how to fix this issue with dm3?  There is another area of the map with the same issue.
Logged

fromhell
Administrator
GET A LIFE!
**********

Cakes 35
Posts: 14520



WWW
« Reply #1 on: May 31, 2007, 12:28:01 PM »

Looks like a blend sorting problem with the ceiling texture shader (if there is a shader that is)
Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
dmn_clown
Posts a lot
*

Cakes 1
Posts: 1324


« Reply #2 on: May 31, 2007, 01:08:38 PM »

I don't know, dm4ish has the same issue with parts of the level being visible where they shouldn't.  I may just have to increase the height of walls to block vis...
Logged

sago007
Posts a lot
*

Cakes 62
Posts: 1664


Open Arena Developer


WWW
« Reply #3 on: May 31, 2007, 03:17:54 PM »

The problem and the work around is described here:
http://www.leveldk.co.uk/tut7.htm

Looks like you need to experiment with hint brushes to split the BSP tree.
Logged

There are nothing offending in my posts.
dmn_clown
Posts a lot
*

Cakes 1
Posts: 1324


« Reply #4 on: May 31, 2007, 05:00:15 PM »

Tried it, didn't work.  Thanks, though.  I'm just going to jimmy the exterior wall.
Logged

Pages: [1]
  Print  
 
Jump to: