Difference between revisions of "BSP surface flags"
(→Mirror) |
|||
Line 72: | Line 72: | ||
== Mirror == | == Mirror == | ||
Surface is rendered as mirror (can be combined with Translucent/Environment flag). | Surface is rendered as mirror (can be combined with Translucent/Environment flag). | ||
Caution! Mirrors can cause huge slowdowns on slower machines, because the engine has to render things twice for the mirror's reflections. | |||
If one mirror is in the line of sight of another, the engine has a hard limit of up to 3 inter-reflections to prevent the engine from wasting power calculating infinite reflections. | |||
== Environment (227g only) == | == Environment (227g only) == | ||
Draw the surface with an environment mapped texture overlay on it.<br> | Draw the surface with an environment mapped texture overlay on it.<br> | ||
- No volumetric fog supported. | - No volumetric fog supported. |
Revision as of 21:34, 27 September 2010
This will explane all surface flags you can use.
Invisible
Surface is all invisible during render.
- Light ray tracing can go through.
If a surface that touches subtracted spaces or belongs to a solid brush is flagged as invisible, in game players will see a HOM, because there is nothing behind to be rendered, just a void.
Masked
Surface is rendered as masked (for non-masked textures). Keep in mind that masked textures still render the surface as masked.
If a surface that touches subtracted spaces or belongs to a solid brush is flagged as masked (or textured with a masked texture), in game players will see a HOM, because there is nothing behind to be rendered, just a void.
Translucent
Surface is translucent.
- Light ray tracing can go through.
- No volumetric/distance fog supported.
Force view zone
Render the poly regardless of its zone mapping.
During the zone mapping process, polys will sometimes be flagged as part of Zone 0, causing them to be invisible when the player is within the level.
Level designers can detect this class of hole by moving "into geometry" (i.e., outside the level) while viewing the level from an editor window set to "Zone/Portal View." If the hole is replaced by a polygon coloured unlike the rest of the polygons in the zone (usually dark grey), the "hole" can usually be patched by setting the Force View Zone flag.
The patch can immediately be verified by moving inside the level.
Modulated
Render surface as modulated (uses the grey colour as the transparency colour).
- No volumetric/distance fog supported.
Fake backdrop
Render the surface as sky (using a skybox outside the level and placing a SkyZoneInfo actor in center of it).
Surfaces flagged with fake backdrop are skipped during the lightmap stage. If there is no skybox to render, surfaces with this flag will be displayed unilit in game and in editor.
Two Sided
Surface is rendered regardless which side ur standing (mainly used for flat sheets).
This can cause some confusion with wrap zones because if the sheet is flagged with "two sided" it can be missplaced, the wrong side of the sheet may be facing the player. In many maps there are wrap portals that instead of rendering the other side, display a HOM effect. The player goes in, but instead of being instaly teleported to the other side, player gets stuck "inside" the wrap zone, when he/she leaves that zone, he/she finds himself on the other side. Flipping the sheet 180 degrees should fix that.
U/V - Pan
Texture on the surface is constantly panning to one direction (in surface direction using speed defined in ZoneInfo > ZoneLight > TexUPanSpeed/TexVPanSpeed).
High/Low shadow detail
Controls sharpness of light shadows. High detail makes them sharper, low detail makes them fuzzier. Both flags together makes it even fuzzier, basically Super Low Detail.
More specifically, controls the relative resolution of a surface's lightmap. For example: a lightmap can be a 256 x 256 texture map for the whole level. Surfaces may take up 16 x 16 or 64 x 16 pixels of that lightmap's area, but can never go beyond 256 x 256 pixels. Higher scale values = lower surface's lightmap resolution. Lower scale values = higher surface's lightmap resolution.
No smooth
Draw the surface with no texture smoothing.
Special poly
-Insert description here.
Small wavy
Texture is slowly panning in random directions.
Dirty shadows
Makes the surface be covered with random shadow spots. The lightmap on that surface looks "dirty", like splotches of mud, or the marks on the walls and floors after a battle of baloons filled with paint or colored water.
Bright corners
Don't allow black spots cover the corners of the surfaces.
Seems that lamp textures or small lamps made out of brushes not being lighted up properly is caused by the extremly low resolution of lightmaps. The lightmap itself is just too low res to store enough pixels for that tiny surface, thus, that surface remains almost black even with very bright lights close to it.
No bounds reject
Failure of the bound rejection code below causes holes that appear and disappear as you move around the polygon. Flagging the polygon (or in some cases, several adjacent polygons as well) with No Bound Rejection will eliminate this problem.
To verify that the polygon in question is suffering from this problem, select all surfaces, then toggle the flag. The missing polygon should appear when "No Bound Rejection" is flagged.
NOTE: Bound Rejection is a performance optimization, disabling this code entirely may result in a performance reduction ranging from 10% to 30% depending on level complexity.
Unlit
Surface is unlit.
- No volumetric/distance fog supported.
Portal
Special flag for sheets for defining where zone changes cut.
Mirror
Surface is rendered as mirror (can be combined with Translucent/Environment flag).
Caution! Mirrors can cause huge slowdowns on slower machines, because the engine has to render things twice for the mirror's reflections.
If one mirror is in the line of sight of another, the engine has a hard limit of up to 3 inter-reflections to prevent the engine from wasting power calculating infinite reflections.
Environment (227g only)
Draw the surface with an environment mapped texture overlay on it.
- No volumetric fog supported.