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[1.1.0 and maybe recents too]3D floor brightness problem

Posted: Mon Mar 24, 2008 14:17
by DoomerMrT
Ok straight to the point:


[spoiler]Image[/spoiler]




On the floor you can notice dark lines through and that is the bug.The control sector's brightness is set to 96, the game sector is also 96.No special 3D actions are set, so I do not know what is the problem.When I stand on those dark lines it does not alter the player sprite's brightness and that is weird.Perhaps a bug?

Posted: Mon Mar 24, 2008 14:27
by Graf Zahl
I need the map to see for myself what is happening. From a screenshot I can't tell. It can be a bug, it can be a mapping error or even something completely different.

Posted: Mon Mar 24, 2008 15:11
by DoomerMrT
Before I post a 60 megs groß file, I must ask: is there any map limits which affects the 3dFloors' behavior?The map is 8320 units long and 3776 units high.

Posted: Mon Mar 24, 2008 15:40
by Graf Zahl
No. 3D floors don't depend on map limits and the largest I have seen so far (Nimrod MAP07) is 10000x6500 map units.

However, you don't need to post all graphics. Textures should be enough. You can easily leave out sprites, sounds and music if that reduces the file size.

Posted: Mon Mar 24, 2008 16:51
by DoomerMrT
Ok but I am posting it very reluctantly because this wad's existence is a secret for the community members you know :) once you downloaded it I will delete the download link and please do not upload it to somewhere else.The maps are in it always under construction since dec. 2007.But just for you I've uploaded the spriteless version of map02(only map02 where the bug exist)
What you will see from the wad is only needed for the bug, and does not represent the whole wad.

Code: Select all

link removed
Go through the door in front of you by pressing the button forward and you will see the bug.(the door what you need to open has the buggy loop sound in 1.1.02 what I told you)

After you downloaded it please contact me

Posted: Mon Mar 24, 2008 18:23
by Graf Zahl
It's a mapping error. If you check out linedef #5769 in the file you sent me you will find a 'transfer floor light level to tag 0'. This affects every single untagged sector in the entire map, including the ones surrounding your 3D pipes. So the floor below the pipes is correctly lit but the rest is not. There's a few more untagged light transfer specials on the same sector and one neighboring one.