Polyobject Rendering problems (Still NOT Solved as of 2/6/10)

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glaber

Emblem Radar Ready
While trying to make a polyobject, I ran into this problem:
srb20060-1.png

The polyobject's texture renders down to the floor. Now I though that Polyobject wall textures would work in a way close to that of FOF's, but it looks like I'm missing something.

Info about the Polyobject:
has a collsion area of a 64X64X64 area
was suppose to render a 64 X 64 area of texture on all polyobject walls
polyobject moves back and forth via waypoints
Texture in use is 256X256
Effect 5 is not checked

So how do I get it to only render 1/4 of the texture?
 
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It will be ready in aprox 2 hours from this post.

EDIT: Sorry, Completely forgot about this when I got home a few hours ago. I got distracted by Psyconauts.
 
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Use the midtexture, not the lowertexture.

I can't help but notice you are recreating the disco level from Wizard 1?
 
Why yes. I believe it played some part in the creation of the Disco Room of Eggrock act 2, did it not?

Even if it didn't, recreating the level served as a good way to experiment with polyobjects and Zoom tube way points.

Oh, and I hate to say it, but I am using the mid texture.
Bottomqmark.png
My polyobject anchor sector, both pictures
Bottomqmark2.png
 
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I got to wonder if the Polyobject renders its linedef texture at the texture's real size as opposed to how FOF's Render their linedef textures.
 
Actually, that's exactly how they render. They render as though you placed some stray linedefs in the map and set some middle textures.

So if you wanna have something with a height uneven to your texture, you'd have to make a clone texture at the needed height.
 
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