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PortalSky glitch? #55
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explain yourself first, what does portalsky have to do with envtosky? you did an evnvtosky texture with the portalsky on? if so, maybe envtosky needs to be adapted to use the portalsky |
I tried the envtosky, skytoenv commands on a earlier version of the map, however it never wrote out the textures, so I doubt it might be the case as there are no stored images. |
Replaced the missing assets on the Portalsky testmap and removed the two demon entities from Doom. Also fixed z-fighting brushes. The artifacts appears on the portalsky map as well. I saved it as portalsky2.map. I'll upload to the demo mod base folder. |
ok, but let's keep it structured and to the point of the issue: so envtosky didn't work? also what about envshot? did it work? or is it envshot who distorts the portal sky? |
It couldn't generate the textures in the env folder. |
so envshot is what failed then, isn't it? does the folder "env" exist? maybe you have to create it first? |
The folder does exist, but no textures were created in it. I checked the console, showing that it is creating textures but the destination folder stays empty. |
I found the cause of the problem, I noticed that the floor brush entity in the portalsky cube contained a key pointing to portalsky, causing the weird projection. This was purely a mistake on my part and I apologise for it, I must've have copied the brush used to create the portalsky cube to create the floor. |
how is this image called? is it called "_wrong"? |
It created a set of the same image nx, ny, nz etc +_wrong. Deleting all the files in the rbdoom3bfg directory has fixed it after removal of the env files. |
Problem solved. Textures in the map area may not be reused within the skybox area, it seems to create a projection glitch or something. The problem went away after removing the textures in the skybox and replacing it with it's own unique texture set. |
this thing you said shouldn't matter. there shouldn't be any problem whether you use a texture or the other. it's just rendering another point of view in another place of the map, there are no special texture calculus involved there, so texture should render the same as the principal view of the player. |
I'll keep the issue open. For now keeping seperate textures for the skybox seems to work. The problem with envshot, skytoenv, envtosky still seems to continue where it renders out only one direction of the camera view or a black background with the console gui in the corner. |
those are too many program issues in a single github issues page, let's separate the issues |
Some strange behaviour from the portal sky, projecting the maps bsp layout on the floor and ceiling, the portal skybox is directly ahead in the distance, the strange effect is being cast from that direction.
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