Once my map has compiled, (it does this correctly) Some of the textures on my walls start to disapper. I know its my Custom Textures doing this, as I've just changed some of my textures in my map from standard HL to my own. What happens is that as I move around the compiled level, textures disappera and appear depending on my proximaty to them. So when I'm looking around a room, one end can be totally dark and the other end can be textured normally! Heres a pic to shows what I mean. I've included the "3D" view from VHE so that you can see the difference:
Posted by matt on Thu Jan 8th at 4:13pm 2004
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Posted by TealSlut on Thu Jan 8th at 4:25pm 2004
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Posted by matt on Thu Jan 8th at 4:29pm 2004
No, you don't understand, when I go up to the box, the lighting is fine, its just when I'm at distance that probelms arrise.
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Posted by Gollum on Thu Jan 8th at 4:38pm 2004
I have no idea what's causing that
However, the Hammer-view looks funky ![]()
Hmmm....is it definitely the textures that disappear/reappear, and not the walls themselves?
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Posted by matt on Thu Jan 8th at 4:50pm 2004
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Posted by Dr Brasso on Thu Jan 8th at 5:14pm 2004
check yer distance settings in hammer....# 1 to increase view distance, # 2 to decrease it i believe....been awhile...
Doc Brass...
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Posted by matt on Thu Jan 8th at 5:59pm 2004
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Posted by Gollum on Thu Jan 8th at 6:37pm 2004
Given this new information, Doc Brasso is likely to be correct. Here's what he's trying to tell you:
In Hammer, there is a map setting (under "map properties") called maximum viewable distance. By default this is set to 4096. When you load the compiled map in Half-Life, everything more than 4096 units away from you will not be drawn.
You might have accidently set this to a much lower number (say, 128). That could cause your problem. Check this value, and put it back to at least the default of 4096 if it is lower.
There's actually no advantage to having a low max. viewable distance, since although you won't see beyond this distance the engine will still "draw" beyond it (it just won't be displayed). That means that lowering the max. viewable distance can never improve your framerates/r_speeds.
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Posted by matt on Thu Jan 8th at 6:45pm 2004
sorry gollum, but i'de already tried that, and its already set to 4096. And I've tried -nowadtextures but that doesn't make any difference.
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Posted by Hornpipe2 on Thu Jan 8th at 6:49pm 2004
I've only found one use for the max view distance setting, and that's to stop yourself from being able to see out the sky into other parts of your map, for example if you screwed up and your map wraps around but you didn't want it to...
EDIT: Shoot a rocket in there or something and see if the walls go away. Also, map->check for problems, or try moving the light so it shines on the texture instead of above the box.
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Posted by Dr Brasso on Thu Jan 8th at 8:03pm 2004
now my curiosity is really peaked....can you send me yer rmf?...addy is in my profile...![]()
Doc Brass...
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Posted by fishy on Thu Jan 8th at 11:46pm 2004
i'm not sure of exactly how the re-mip-deluxe thing in wally works. but i do believe it has something to do with how a texture is displayed at various distances. when you edit a texture, even thought it looks good, sometimes the small versions that wally makes ( the ones that you might see from 10m+ in game ??) can be corrupted in some way. if the dodgy texture was then exported without any re-mipping, it might result in a problem like the one you are getting now. then again, it might not. ![]()
Posted by Skeletor on Fri Jan 9th at 12:34am 2004
| ? posted by Dr Brasso |
|
check yer distance settings in hammer....# 1 to increase view distance, # 2 to decrease it i believe....been awhile... Doc Brass... |
I think he is saying that in the compiled map (when he is playing it) is when he's having the problem, not when he's in VHE.
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Posted by Hornpipe2 on Fri Jan 9th at 4:51am 2004
| ? posted by fishy |
|
i'm not sure of exactly how the re-mip-deluxe thing in wally works. but i do believe it has something to do with how a texture is displayed at various distances. when you edit a texture, even thought it looks good, sometimes the small versions that wally makes ( the ones that you might see from 10m+ in game ??) can be corrupted in some way. if the dodgy texture was then exported without any re-mipping, it might result in a problem like the one you are getting now. then again, it might not. |
You could be right, I think if you don't click the "re-mip deluxe" in Wally then it won't create smaller textures so you get all black.
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Posted by Dr Brasso on Fri Jan 9th at 5:19am 2004
well, i'd still like to take a look at yer rmf man....unless you'd rather i didnt....just trying to help...
Doc Brass...
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Posted by Cassius on Fri Jan 9th at 7:02am 2004
I'd go with mipmapping error, though they usually don't work out like that.
Once you figure out how to control the mipmaps in your textures, the wonders will never cease.
[addsig]Posted by matt on Fri Jan 9th at 8:56am 2004
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Posted by matt on Fri Jan 9th at 5:23pm 2004
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Posted by fishy on Sat Jan 10th at 7:45am 2004
w00t!!, got one at last
.
glad to have been of some help ![]()
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