Re: glass is fouling up?
Posted by haymaker on
Mon Oct 6th 2008 at 1:51pm
439 posts
921 snarkmarks
Registered:
Apr 1st 2007
Location: CAN
hmm move glass to world? I wonder what kind of mess vis will make of that. I'll try it...there aren't many textures that fit this description, ie many-paned curtain wall type windows, and they all seem to do the same thing.
But you are right i do run gametime under dx7, my machine is not quite up of snuff for realtime play...I'll try under 9c and see, that's a high as my 6600gt will go
Re: glass is fouling up?
Posted by G4MER on
Mon Oct 6th 2008 at 9:07pm
G4MER
floaty snark rage
member
2460 posts
360 snarkmarks
Registered:
Sep 6th 2003
Location: USA
Remove the func from them.. as was said return them to world. HL2 does thing much different. Also know that the pure blue does not act like it use too..
Re: glass is fouling up?
Posted by haymaker on
Mon Oct 6th 2008 at 11:05pm
Posted
2008-10-06 11:05pm
439 posts
921 snarkmarks
Registered:
Apr 1st 2007
Location: CAN
Well running in dx9 didnt change anything, so I moved them to world and did a full vis compile. One of the textures seems to be working now, but the other ones are still borked, plus it made a real mess of the visleafs.
I'm gonna try making the glass brushes 1 unit thick, right now the bad ones are bigger than that.
Re: glass is fouling up?
Posted by haymaker on
Thu Oct 9th 2008 at 2:35am
439 posts
921 snarkmarks
Registered:
Apr 1st 2007
Location: CAN
Well I've tried everything i can think of; detail levels in-game, material subs, moving to world, changing brush sizes, different compile parameters; and I made a test box which gave me the same results. I have to conclude that these glass textures just do not function when the brush is over a certain common window size. Anybody care to confirm this nonsense? Perhaps it's driver issue.
As for hardware Aaron, there is absolutely no way I can keep up in a game with more than 3 players in it if i run anything other than dx7. My RAM is decent, 2gb of OCZ gold something or other, fairly new. My processor is old, 3000+. Weak spots in HL2DM are the huge processing overhead for physics calcs and player models, a typical map will lose 50-60% performance with a half-load of players. Try joining a full Overwatch kindergarten session and you'll see what I mean