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Skyboxes as floor textures after reloading saved games

User is offline   LeoD 

  • Duke4.net topic/3513

#1

It's a pretty old problem for me which I hadn't seen for quite a while. Now it's back, maybe because I'm playing old user maps again. Anyone else who has encountered that?

Attached thumbnail(s)

  • Attached Image: SkyboxFloor0.jpg
  • Attached Image: SkyboxFloor1.jpg
  • Attached Image: SkyboxFloor2.jpg

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User is offline   fgsfds 

#2

It fixes when I close the door.

Attached thumbnail(s)

  • Attached Image: duke0001.jpg
  • Attached Image: duke0003.jpg


This post has been edited by fgsfds: 08 May 2013 - 01:32 AM

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User is offline   LeoD 

  • Duke4.net topic/3513

#3

View Postempyrock, on 11 April 2011 - 05:30 AM, said:

It fixed, when I close door.

Confirmed, at least concerning the situation shown in my screenshots. Good find. Never noticed this possibility at previous occasions.
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User is offline   Plagman 

  • Former VP of Media Operations

#4

That's an unfortunate drawback of the door SE being a little too flexible. In a lot of maps (like these) opening the door moves the sector points such that some walls are crossing, which should never happen. This causes subtle graphical glitches in software and Polymost mode if you look carefully where this occurs, but in Polymer the whole floor fails to tessellate as a result and you get this. This should be fixable by making the tessellation algorithm a little more lenient to errors like that.
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User is offline   LeoD 

  • Duke4.net topic/3513

#5

Just bumpin' to keep this from oblivion. ;)
Attached Image: CraniumClearwaterPolymer1.jpgAttached Image: CraniumClearwaterPolymost1.jpgjpg]

The other screenshot shows more Polymer drawing problems which may or may not be related.
Attached Image: CraniumClearwaterPolymer2.jpgAttached Image: CraniumClearwaterPolymost2.jpgjpg]
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