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I get that there too with 24 bit textures in every engine (DarkPlaces, Qrack, JoeQuake, etc).
The secret ledge is there and I guess you have 2 objects occupying the same space and I am guessing both are being rendered or something to that effect.
I would guess that developer types would consider it a map design bug rather than an engine rendering issue. There are quite a few maps with issues like that.
As for the Quad, are you using a skin for the quad, like quaddama_0.png (name?) or an MD3 quad damage model?
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
/If there is a .mdl file, you could rename it (or delete it I suppose) and see what happens. You could always redownload it if it doesn't fix it.
Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
the flickering is caused by a "world brush" and a "entity brush" (func_wall, func_door) sharing the same face.. as baker said they get rendered at the same time..
this is to some extend a mapping issue (that is.. a good mapper prevents this) however i only noticed this when i started using 24 bit textures.. so i guess the engine could/should be able to "fix" it and render only the "world brush" face (until the entity is fully visable..)
Hi I am new to Quake One and Qrack..
I seem to have the same Quad problem also, so thanks for giving me the idea for checking out the pack..
I also have a problem with loading the 24-bit textures with the Qrack pack or any 24-bit textures for that matter like wood's CTF textures.
I have no problem loading the new models and skins though so I am at a lost for words...
i would like to see them because i might have the same problem
hey Doom, basically it was all warped and looked like quad candy Lol
oh, about the textures overlapping thing or whatever. I actually played without 24 bit textures and it still showed..its weird because its in completely different games as well like Tony Hawk ones hah. I also see it in Unreal Tournament when I zoom with the sniper rifle...I see it in Rakion too. I know theres gotta be a way to fix it though, maybe it really is a rendering issue of some sort.
look at the bridge in e1m2, the one the is underwater that will raise up so u can cross to the final area. I think they call that "z fighting". Basically two textures share the same plane, and at the angle of your pov you see both textures meshed together. Who is to say which texture should have priority? I guess a function could look at the area of texture A and the area of texture B, and determine what texture is greater and then ignore the lesser. As in if a door slides open, into a wall, the door texture fights with the wall texture, yet the wall texture area is greater. I'll see if i can fix this. Though Lord Havoc may be able to do it faster
look at the bridge in e1m2, the one the is underwater that will raise up so u can cross to the final area. I think they call that "z fighting". Basically two textures share the same plane, and at the angle of your pov you see both textures meshed together. Who is to say which texture should have priority? I guess a function could look at the area of texture A and the area of texture B, and determine what texture is greater and then ignore the lesser. As in if a door slides open, into a wall, the door texture fights with the wall texture, yet the wall texture area is greater. I'll see if i can fix this. Though Lord Havoc may be able to do it faster
hey R00k, I just wanted to update this and tell you that I requested the z-fighting fix on ezQuake as well and they fixed it by adding three lines of code. you then just simply type gl_ztrick 0 and its gone =]
so I hope that gives you an idea of what command it can work around =]
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