Just found out that last versions of EDuke32 have sprite problems which damage spritework on all maps. Tested in polymost.
Also, it seems like flat sprites move a little bit when player fires bullets.
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Sprite problems
#1 Posted 12 December 2014 - 09:27 PM
This post has been edited by zykov eddy: 13 December 2014 - 03:39 AM
#2 Posted 13 December 2014 - 12:16 AM
Thanks for the bug report, will be fixed in a new version soon.
#3 Posted 15 December 2014 - 12:25 AM
Reminds me of something it does with certain texture filter.
Like little separation between sprites, commonly in spriteworks.
Texture Filter - Linear = does it.
Texture Filter - Near_MM_near = doesn't do it.
Texture Filter - Bilinear = does it.
Texture Filter - Near_MM_lin = doesn't do it.
Texture Filter - Trilinear = does it.
Texture Filter - Nearest = doesn't do it.
(very faint white lines) is between the textures. Only does that with (sprites)textures overlapping eachothers such as smaller bits to hide holes.
That's in polymost mode, probably does the same in polymer mode.
I remember years ago it uses to be more "Severe" than this and I posted it years, and years ago.
PS used to do that with scubba but I fixed it by adding an extra line in the tileart.
Like little separation between sprites, commonly in spriteworks.
Texture Filter - Linear = does it.
Texture Filter - Near_MM_near = doesn't do it.
Texture Filter - Bilinear = does it.
Texture Filter - Near_MM_lin = doesn't do it.
Texture Filter - Trilinear = does it.
Texture Filter - Nearest = doesn't do it.
(very faint white lines) is between the textures. Only does that with (sprites)textures overlapping eachothers such as smaller bits to hide holes.
That's in polymost mode, probably does the same in polymer mode.
I remember years ago it uses to be more "Severe" than this and I posted it years, and years ago.
PS used to do that with scubba but I fixed it by adding an extra line in the tileart.
This post has been edited by Zaxtor: 15 December 2014 - 12:28 AM
#4 Posted 15 December 2014 - 11:44 AM
Zaxtor, on 15 December 2014 - 12:25 AM, said:
Reminds me of something it does with certain texture filter.
Like little separation between sprites, commonly in spriteworks.
Like little separation between sprites, commonly in spriteworks.
This seems related to Fox's observation of a row of flat sprites with an otherwise tileable picnum showing a noticeable seam with linear filtering, due to the clamping texture mode. OTOH, this looks somewhat distinct. What's the tile number of the sprite in your screenshot?
#5 Posted 15 December 2014 - 02:18 PM
Helixhorned, on 15 December 2014 - 11:44 AM, said:
This seems related to Fox's observation of a row of flat sprites with an otherwise tileable picnum showing a noticeable seam with linear filtering, due to the clamping texture mode. OTOH, this looks somewhat distinct. What's the tile number of the sprite in your screenshot?
They are customize sprite,
They are photos on the walls.
Certain stuff in the HRP texture folder.
These pacticular photos/posters have fragmentized pieces so it hides certain things that doesn't want to be seen in the folder.
Example I overlap let say 5 sprites to make the complete photo, Kinda like a puzzle (don't want the cracks of course).
I have a certain effect it has few sprites overlapping for a cool trick of a wall breaking to pieces (don't wanna spoil it).
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