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[227f] Some lighting issues remain on movers.

Posted: Sat Feb 06, 2010 5:50 am
by justinian
Firstly, a thanks to Smirftsch and crew for fixing the mover lighting update issue in 227f in Naliboat.

Maybe I tend to notice these little cosmetic things, but I've witnessed a similar phenomena on the doors and lifts in Chizra. In Direct3d 9 and 8, when the doors close after opening, the lighting on them changes and requires a "FLUSH" command to return to normal. I've also noticed this on lifts and such, even in software mode.

Some other small visual glitches that I've noticed in both this build and prior ones are disappearing moving geometry. This is evident in the last level when the entryway for the escape pod extends - one of the segments disappears but still registers as geometry. Another instance is in Dark Arena when the cages are dunked in the lava - the cages flicker and sometimes disappear.

Are these issues fixable?

I've replicated this on two machines, one with an Intel GMA integrated card, and an ATI Radeon 9600XT 128Mb.

Keep up the great work!  :)

Re: [227f] Some lighting issues remain on movers.

Posted: Sun Feb 07, 2010 12:13 pm
by Turboman.
That disappearing thing is a common issue with movers, while i've been mapping over the years i found atleast several movers to frequently flicker when animating, and even as you described, disappear entirely. I've found this to happen with complex movers alot, but even to simple doors as well.

There's even an even more annoying bug which i think is related to an engine limit to movers. In almost all maps i've built, at some point rebuilding will cause ALL movers to become invisible.

So yeah i'd like to see this fixed too if possible :P

Re: [227f] Some lighting issues remain on movers.

Posted: Sun Feb 07, 2010 12:41 pm
by unregistered
I think that the dissapearing movers is because UE self occludes everything, causing occlusion where it should not. I think that the only work around is using meshes with per poly collision or meshes with collision not bound to cylinders. But then comes the ugly vertex lighting.

Re: [227f] Some lighting issues remain on movers.

Posted: Sun Feb 07, 2010 12:48 pm
by justinian
I'm not too familiar with the technical aspects of the engine, but I've noticed a further incidence where the lighting on your weapon disappears indefinitely, whereupon you must enter another part of the map before it resumes being lit. This results in your weapon becoming a black silhouette, much like the other incidences involving movers such as lifts.

Unlike the doors and lifts though, "FLUSH" doesn't rectify this.

Perhaps this might help in identifying the bug?

Re: [227f] Some lighting issues remain on movers.

Posted: Sun Feb 07, 2010 1:19 pm
by Leo T_C_K
I found out that also BSP node build had effect on this as well, different settings caused certain movers flicker more or less.

And the queenend bug doesn't happen if you appear to not trigger it too fast or something, or maybe it happens randomly, I didn't have it happen for while thiough but I've seen it.

Re: [227f] Some lighting issues remain on movers.

Posted: Sun Feb 07, 2010 8:20 pm
by GreatEmerald
Yea, movers tend to be buggy, the beta extremecore is a great example of that. It's basically movers and nothing more, and they just outright disappear, making it impossible to finish the level except by trial and error... But I think it's more of a BSP than a rendering problem.