wrong skybox showing in Polymost
#1 Posted 12 April 2021 - 10:30 AM
I had him clear his texture cache files and let them rebuild. No difference.
I had him change the skybox to something else and then change it back to the desired one. Made sure he was using ALT + C to copy/paste to all sectors. No difference.
This is under Polymost and a close to most recent revision of eduke32. Any hints to fix?
This post has been edited by Mark: 12 April 2021 - 10:31 AM
#2 Posted 12 April 2021 - 10:50 AM
In the meantime, see what happens if you comment out everything from the .def file except for the skybox definitions and see if they are still broken. Possibly something else is breaking before the skyboxes load and causing the rest of the .def stuff to abort.
#3 Posted 12 April 2021 - 11:37 AM
#4 Posted 12 April 2021 - 11:54 AM
#5 Posted 12 April 2021 - 12:02 PM
This post has been edited by Mark: 12 April 2021 - 12:05 PM
#6 Posted 12 April 2021 - 12:06 PM
Mark, on 12 April 2021 - 12:02 PM, said:
In our case, the black skies were caused because we had an autoexec.cfg file that would apply invalid settings from an older version of eduke32 every time we ran the game. For that reason, the skies displayed correctly in mapster but not in eduke32 since the autoexec was fucking with the eduke settings specifically. We deleted that autoexec.cfg and the other cfgs and the problem went away.
#7 Posted 12 April 2021 - 12:09 PM
This post has been edited by Mark: 12 April 2021 - 12:11 PM
#8 Posted 12 April 2021 - 12:12 PM
Mark, on 12 April 2021 - 12:09 PM, said:
Well it sounds like you're fucked, then. Good luck!
#9 Posted 12 April 2021 - 12:13 PM
Thanks Dan.
This post has been edited by Mark: 12 April 2021 - 12:19 PM
#10 Posted 12 April 2021 - 12:20 PM
Mark, on 12 April 2021 - 12:13 PM, said:
Thanks Dan.
Maybe you have multiple different skyboxes in the map (polymer only supports one per map).
#11 Posted 12 April 2021 - 12:21 PM
#12 Posted 12 April 2021 - 12:31 PM
#13 Posted 12 April 2021 - 03:24 PM
#14 Posted 13 April 2021 - 02:42 AM
Danukem, on 12 April 2021 - 10:50 AM, said:
In the meantime, see what happens if you comment out everything from the .def file except for the skybox definitions and see if they are still broken. Possibly something else is breaking before the skyboxes load and causing the rest of the .def stuff to abort.
Just for completeness, the parameters that caused our problem back then were:
r_shadescale 1.05 r_pr_specularmapping 0 r_pr_shadowcount 2 r_pr_shadowdetail 1 r_pr_maxlightpasses 5 r_pr_artmapping 0 r_usenewshading = 0 r_pr_lighting 1 r_usetileshades = 0
Removing these undid the black skybox issue.
Perhaps the new synthesis executables should be compiled with POLYMER=0.
This post has been edited by Doom64hunter: 13 April 2021 - 02:42 AM
#15 Posted 13 April 2021 - 07:50 AM
This post has been edited by Mark: 13 April 2021 - 07:51 AM
#16 Posted 13 April 2021 - 10:23 AM
Mark, on 13 April 2021 - 07:50 AM, said:
It would mean that polymer support would be disabled entirely.
#17 Posted 13 April 2021 - 10:42 AM
#18 Posted 23 April 2021 - 06:21 AM
This post has been edited by NightFright: 23 April 2021 - 06:24 AM