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How to fix these... 'trails'?


Ravick0

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Hi there.

I've done some maps for Zdoom derived source ports (mainly GZDoom) before, but now I'm trying to get used to also map for pr/Boom derived source ports. I'm making this map first made for gzd compatible with both sourceport's 'families'.
The map is rendered fine on gzd, but I get these... trails on Dsda (please see the 'spoiler' section).


I very recently got familiarized with the concepts of slimetrails and slimepits, as I've never experienced these before on Zdoom ports, but these ones do not look like any of both.

What are these rendering bugs in my map, and how can I fix them?

Thanks in advanced.

Spoiler

Screenshots:

 

1771425026_Semttqqulo.png.2443b0b67249d0420ab155cd8b798b26.png1286932114_Semttqulo.png.78a5975c573f57c6c1593e17f976ece8.png911244036_Semttulo.png.b49233b3f86cd1afb643671dcb960c56.png1545588214_Semttuloq.png.aef0e861fc7c8d34150532e089ef1b0b.png928297519_Semtqtulo.png.a706e470a934af0abfb4dbbfea47dcff.png

 

 

Edited by Ravick0

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These are most often due to broken level geometry and/or nodebuilder issues.

 

Check out the 'texture bleeding' and 'narrow and tall rendering artifacts' sections in in my recent reply to a similar situation.

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I just changed the nodebuilder to DeepBSP as you said at the other thread and the glitches were gone!

Thanks! :D

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