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{GRAPHICS}[G1.9pre-796-g8169991] Deep Water+3D Floor glitch

Posted: Sat Aug 30, 2014 21:18
by Silentdarkness12
So I was doing a bit of mapping, did a bit of deep water sectors. Here's an overview:
Spoiler:
Now for the part where the problem occured. In the map editor, when going from the second deep water area to the first in the the GZDoom Builder's visual mode, it looks like this:
Spoiler:
And here is what it actually looked like...ingame....
Spoiler:
It stays like this until the player crosses the line between the two watery sectors. I'm not sure why this is happening. I know i'm using the Hardware render, i've been toying around with it for a while. I have to think it's a renderer problem of some sort.

Re: {GRAPHICS}[G1.9pre-796-g8169991] Deep Water+3D Floor gli

Posted: Sun Aug 31, 2014 0:04
by Blue Shadow
Could you post the map in question for debugging?

Re: {GRAPHICS}[G1.9pre-796-g8169991] Deep Water+3D Floor gli

Posted: Sun Aug 31, 2014 1:21
by Graf Zahl
You have to be very careful when joining non-heightsec parts with underwater areas. Up to a certain point this can be compensated but it has very rigid limits.
It's certainly not an engine bug, but without seeing your map I can't give advice how to fix it.

Re: {GRAPHICS}[G1.9pre-796-g8169991] Deep Water+3D Floor gli

Posted: Sun Aug 31, 2014 13:57
by Silentdarkness12
Well, the thing about this is that the map relies on content from a certain wad that is not publicly available for download, and I could get in trouble if I provided the wad along with it to avoid errors everywhere.

Er....okay, let me see if I can make a vanilla replica.

EDIT: Alright, I got it. You'll want to open the console and type "map DEEPWAT".

http://www.mediafire.com/download/qw3fi ... rkmium.wad

Re: {GRAPHICS}[G1.9pre-796-g8169991] Deep Water+3D Floor gli

Posted: Sun Aug 31, 2014 14:39
by Graf Zahl
Ok, the problem is actually quite simple: You are mixing 3D floors with Transfer_Heights. This is not a supported mix of features, these two are mutially incompatible, and you have them in neighboring sectors.

I suggest you use 3D-floor water for your large lake, too.

Re: {GRAPHICS}[G1.9pre-796-g8169991] Deep Water+3D Floor gli

Posted: Sun Aug 31, 2014 18:12
by Silentdarkness12
Graf Zahl wrote:Ok, the problem is actually quite simple: You are mixing 3D floors with Transfer_Heights. This is not a supported mix of features, these two are mutially incompatible, and you have them in neighboring sectors.

I suggest you use 3D-floor water for your large lake, too.
When I tried using 3D floors to make swimmable areas, they were at uber maximum brightness and were not swimmable at all. There must be something i'm missing. I made a dummy sector, set the tags and linedefs correctly, turned the solid and swimmable flags on, aaand.....no good.

What am I missing?

Re: {GRAPHICS}[G1.9pre-796-g8169991] Deep Water+3D Floor gli

Posted: Sun Aug 31, 2014 20:07
by Enjay
Did you set the line arguments so that the 3D floor was a type 2?

[zwiki]Sector_Set3dFloor[/zwiki]

Re: {GRAPHICS}[G1.9pre-796-g8169991] Deep Water+3D Floor gli

Posted: Sun Aug 31, 2014 20:24
by Silentdarkness12
Enjay wrote:Did you set the line arguments so that the 3D floor was a type 2?

[zwiki]Sector_Set3dFloor[/zwiki]
Just made the switch. Not swimmable. Type is 2.

Re: {GRAPHICS}[G1.9pre-796-g8169991] Deep Water+3D Floor gli

Posted: Mon Sep 01, 2014 14:49
by Blue Shadow
Would this small demo help?
swimmable_water.wad
(10.38 KiB) Downloaded 40 times

Re: {GRAPHICS}[G1.9pre-796-g8169991] Deep Water+3D Floor gli

Posted: Tue Sep 02, 2014 1:17
by Silentdarkness12
Blue Shadow wrote:Would this small demo help?
swimmable_water.wad
Okay, some explanation is in order here. I see that there are two 3D floor sectors linked up to the sector tagged 2. Why is this? One of them is a regular 3D floor and the other is the swimmable.

EDIT: Nevermind, I see it now. But, this just confuses me more. I KNOW I had the Deep Water 3D floors flagged as 2. Vavoom-Style and Swimmable. And yet, it doesn't come in like it should....

EDIT 2: I AM SO DUMB. I AM SO FRICKING DUMB. :chaingun:

The ceiling and floor values were in backwards. Negative sector space. No wonder it didn't work.

EDIT 3: Okay, I got it now. Thanks, BlueShadow. This can be closed up or sorted away, or whatever.

Re: {GRAPHICS}[G1.9pre-796-g8169991] Deep Water+3D Floor gli

Posted: Tue Sep 02, 2014 12:54
by Gez
Vavoom style is only for 0. If any flag is checked, it's not Vavoom style. DB2/GZDB does not really handle well cases like this.