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NOT a renderer bug
#1 Posted 03 March 2017 - 10:47 AM
It will not render the parts of sprites that are below the floorz of the sector they are in. It does not take into account that in a sloped sector, sprites can still be visible below the floorz. This happens across all renderers, including software. But I'm pretty sure it wasn't an issue when this map was released (Dukebike by Muelsa, it's about 8 years old I think).
EDIT: I was able to fix it by changing the firstwall to the one with the lower elevation. Still, the renderer should be smart enough to account for that, right?
This post has been edited by Trooper Dan: 03 March 2017 - 10:58 AM
#2 Posted 03 March 2017 - 06:25 PM
The original renderer always did and does cut-off sprites below the First Line pivot. Hopefully, that will not change, otherwise my nasty traps are visible. Also, mapster32, in vanilla mode, gives one a visible clue where sprites will no linger be visible on a given slope.
Meanwhile, Polymer (see) below renders just fine. That tile would not be visible.
Meanwhile, Polymer (see) below renders just fine. That tile would not be visible.
#3 Posted 03 March 2017 - 08:01 PM
Hank, on 03 March 2017 - 06:25 PM, said:
The original renderer always did and does cut-off sprites below the First Line pivot. Hopefully, that will not change, otherwise my nasty traps are visible. Also, mapster32, in vanilla mode, gives one a visible clue where sprites will no linger be visible on a given slope.
OK, fair enough! I guess I must have somehow changed the firstwall on the sector when messing with the map. Weird, because I know I didn't touch individual sectors.
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