glass is fouling up?

glass is fouling up?

Re: glass is fouling up? Posted by haymaker on Mon Oct 6th 2008 at 5:44am
haymaker
439 posts
Posted 2008-10-06 5:44am
haymaker
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439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
I had a bit of spare time so i opened an old project I'd abandoned. I don't know what's going on with the glass textures, I don't remember them malfunctioning like this

[img=http://img404.imageshack.us/img404/4143/progressc0000nj5.th.jpg][img=http://img404.imageshack.us/images/thpix.gif]

[img=http://img184.imageshack.us/img184/497/progressd0001br2.th.jpg][img=http://img184.imageshack.us/images/thpix.gif]

[img=http://img404.imageshack.us/img404/9038/progressd0002ox5.th.jpg][img=http://img404.imageshack.us/images/thpix.gif]

[img=http://img184.imageshack.us/img184/598/progressd0003el1.th.jpg][img=http://img184.imageshack.us/images/thpix.gif]

They are all func_detail, the lighted shot is from a full vis compile, no invalid solids indicated...I've tried subbing some appropriate textures, they all seem to do the same thing.
Re: glass is fouling up? Posted by Le Chief on Mon Oct 6th 2008 at 11:37am
Le Chief
2605 posts
Posted 2008-10-06 11:37am
Le Chief
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2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
I assume you have already tried experimenting with different glass textures, not tied to func_detail in different maps?

Have you maybe limited the directX level? I suppose that's a silly question since you are running a decent machine.
Aaron's Stuff
Re: glass is fouling up? Posted by haymaker on Mon Oct 6th 2008 at 1:51pm
haymaker
439 posts
Posted 2008-10-06 1:51pm
haymaker
member
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
2460 posts
Posted 2008-10-06 9:07pm
G4MER
floaty snark rage
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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
haymaker
439 posts
Posted 2008-10-06 11:05pm
haymaker
member
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 Le Chief on Mon Oct 6th 2008 at 11:50pm
Le Chief
2605 posts
Posted 2008-10-06 11:50pm
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
haymaker said:
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
Seriously? I have an Nvidia GeForce Go 6150 for my crappy old laptop and it can run Half-life on DirextX 9 with every setting on the highest except anti-aliasing and wait for vertical sync disabled, on 800x600 resolution and it runs fine. I mean, this graphics card is a piece of shit, the "go" basically means simplified. Could be your ram buddy, back when I had 512mb of ram I had to put everything on the lowest to get decent frame rates, now I have 1.5gb :D.

Anyway, just a thought, try compiling without rad. I had some similar problems and it was actually caused by the lighting.

Another thought, if there are several variations of the same texture, try using a different variation. Maybe the one you are using is cheaper than another one and is more simplified.
Aaron's Stuff
Re: glass is fouling up? Posted by haymaker on Thu Oct 9th 2008 at 2:35am
haymaker
439 posts
Posted 2008-10-09 2:35am
haymaker
member
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