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Posted

Hi,

Wanted to ask the opinion of you mapcore ladies on this last issue I'm having on this level.. :)

What happens is light props behind a sprite flicker when viewed from certain angles and I also tried

moving the sprite further away as mentioned on the Valve wiki page, but that didn't help. Also the

props behind a sprite become fully visible at some angles and then go back behind the sprite which

is very obvious and looks kinda bad... I wonder if you can do something against this (but I highly doubt it).

Still I hope maybe there is something to do about this... HELP! Here is an image of how I have it set up

in HAMMER and you can see on the right from different angles the changes the light prop has.

sprite_flicker.jpg

Thanks in advance!

Posted

So, as it turns out I did do these tests on sprites a while back, and as then today the same problem occurred constantly, I tried all render models on the sprite and they all flicker.

I thought what you said would be an options for the prop behind the sprite (but props don't have render mode). What I did find out when you compile the map in cordon you don't get that?

Does this mean anything? I don't know.. for now I'll leave it as it is I suppose...

Posted

Have you tried increasing the Size of Glow Proxy Geometry on the env_sprite? It defaults to 2, change it to like 8 (bigger than the size of the light prop) and it should always be visible.

Posted

Did you try to target your model with a info_lighting ? Hope that's help. Cheer.

info_lighting doesn't work when you use -StaticPropLighting, and info_lighting won't fix the problem

sprite - render mode - world space glow

they are all already like this, and I tried the other render modes as well.

Like I said in my initial post, I tried most of the known possible ways to solve it, spent hours trying different things, I even tried prop_multiplayer where you can set render modes on props as well and that also didn't fix it.

Anyway, I'm calling the level done and I'm not gonna fix this issue for the time being as it seems it wont be possible. Also, it's only apparent when you stop and try and find the exact angle when it starts to flicker, when people will be playing the game they will be in constant movement and combat, so for someone to really notice it it will be rare, so I'm just gonna leave it, it's a small issue, but I was hoping to fix it as I finished this level today. thanks for the help

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