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Rendering issue with sloped floors and 3D sectors...


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Hey all,

 

So I guess my question is more of a confirmation or clarification on something I already suspect... but if there IS a way around it that someone knows and could share it with me I would be very much in your debt... :)

 

Working on a map that I designed with jval's DD_Terrain Generator. No issues with the map so far, until I decided to place a swimmable 3D sector in a depressed gully around a building... It displays properly in GZDoom Builder Bugfix...

 

01.png.372cdd56501cc7029f355d898a5a8203.png

 

But doesn't render properly in-game. Large chunks are missing.

 

2.png.be0eb93ca6dfbf3285179a323483a72c.png

 

I'm taking an inferred guess that GZDoom has an issue with rendering a transparent floating 3D sector who's horizontal intersects a regular sector floor's diagonal beyond a certain angle? Most of these sectors render correctly and I can swim (and die) in the liquid... but some sectors on the edge banks just dont render the liquid at all... they're all sloped... so I don't understand why some work and some don't... is there a limit to the angle of the slope that creates a rendering bug? Is this indeed a GZDoom engine rendering issue? Is there a way around it or am I flogging a dead horse here?

Would appreciate any help or advice if anyone out there knows more about this??

Regards,
Doom-X-Machina.

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51 minutes ago, Individualised said:

Have you tried seeing how it looks in UDB? GZDoom Builder is considered obsolete.

Have you considered reading the post completely? OP mentions that it actually works in gzdb, not in gzdoom.

 

OP, what version of gzdoom do you use?

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1 hour ago, ramon.dexter said:

Have you considered reading the post completely? OP mentions that it actually works in gzdb, not in gzdoom.

 

I think the point is that UDB may display it more accurate to GZDoom than GZDB does (although I'm personally not sure it will).

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3 hours ago, ramon.dexter said:

Have you considered reading the post completely? OP mentions that it actually works in gzdb, not in gzdoom.

 

OP, what version of gzdoom do you use?

2 hours ago, Bauul said:

 

I think the point is that UDB may display it more accurate to GZDoom than GZDB does (although I'm personally not sure it will).

^ This.

Edited by Individualised

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12 hours ago, Bauul said:

 

I think the point is that UDB may display it more accurate to GZDoom than GZDB does (although I'm personally not sure it will).


It's in GZDoom that it doesn't render properly. The builder is fine. I can't use UDB anyway because it continually crashes on me while DZDB Bugfix runs fine.
 

 

13 hours ago, ramon.dexter said:

Have you considered reading the post completely? OP mentions that it actually works in gzdb, not in gzdoom.

 

OP, what version of gzdoom do you use?


Currently 4.8.2.
I'm yet to try it with 4.11.1

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I've had similar issues with these kinds of intersections before and the best reason I could uncover was that it's essentially the node builder fritzing out leading to holes in the geometry. A way to test if the slopes are the issue is reset your vertex slopes to zero where the 3d floor is and see if the issue persists.

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