lllllllllllllll, on 27 January 2024 - 12:13 PM, said:
Sometimes (or maybe just this time) splitting a giant sector makes things worse.
Doing it on the map I'm working on introduced more visual glitches in sectors that were fine before and fixed none. But merging them back together after the split fixed both the new glitches and the first set.
That sector is the big one wrapping around one end of the ship
here like a square 'A' inside the perimeter of giant trapezoids. With no changes to the walls or vertices and merely splitting this sector into 3 it caused the center area of the ship to become visually unstable ingame. Merging those 3 sectors back into 1 resolved all the visual errors ingame even though they were still visible in mapster until closing it. [Joining, not Undo]
It may just be a consequence of that huge sector in turn being surrounded by huge sectors with blue walls though.
That is true, I forgot to mention as it's happened to me a lot less but I've also fixed issues by deleting sector splits before, map boundaries in particular seem a lot less prone to glitching out when it's just one giant sector containing the whole of the map (surprised me too at first, but I guess that's because then the player technically can't view the bulk from outside in). I still insert my 'preemptive' vertices all along so while the sector itself ends up gigantic, every single of its walls technically is relatively short.
The bug from your example is something I run into a lot, at this point it's basically trial and error, sometimes the engine prefers broken up sectors, sometimes it prefers the same structure(s) wrapped up in a whole block, seems dependent on the construction itself but that also means the quirks of the level and what's possible to go wrong in possible views and angles. Usually in such cases feels like it's the ability of the engine to render around a structure all the while encountering splits vs. not that struggles and when one scenario doesn't work then the other one will. In general I feel like Build needs clean breathing space whenever it's supposed to show the back of/around/behind encapsulated blocks of maps, usually those are the zones to rework, but sometimes is a wrong portal that's inside.
Then there also is the different problem that isn't just visual (but of course also is) of the engine suddenly failing to detect certain loops after manipulating/creating sectors or loops and so then depending on angle it will either show the sector bulk correctly as belonging to its parent, or not at all as if it always had been dissociated independent space that isn't meant to appear there, so practically flickers in and out (feels like the embryo stage of the 'inverted sectors' bug). In most of those situations, connecting the spaces again with new red lines will recreate/check/force the proper loops, and then those new splits usually are free to go again once the order has been reestablished and the map saved.
Slope behavior info could be extremely useful to know, thanks for pointing that out. I don't know if I ever would have even considered something like that by myself whilst debugging but makes sense now that you say it.