Wesley Tack Posted January 15, 2010 Report Posted January 15, 2010 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. Thanks in advance! Quote
Steppenwolf Posted January 15, 2010 Report Posted January 15, 2010 Have you tried to mess with the render modes? http://developer.valvesoftware.com/wiki/Render_Modes Quote
Wesley Tack Posted January 15, 2010 Author Report Posted January 15, 2010 I have not! Looks like that might do the trick, will do some tests later tonight, thx man! Quote
Wesley Tack Posted January 15, 2010 Author Report Posted January 15, 2010 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... Quote
insta Posted January 16, 2010 Report Posted January 16, 2010 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. Quote
Wesley Tack Posted January 16, 2010 Author Report Posted January 16, 2010 yea I did that, I use 8 for the small wall light props (the single cage one) and 16 for the fluorescent ones, I remember even using something ridiculous like 64 or 256 and even that didn't work. Quote
Seldoon182 Posted January 16, 2010 Report Posted January 16, 2010 Did you try to target your model with a info_lighting ? Hope that's help. Cheer. Quote
JeanPaul Posted January 16, 2010 Report Posted January 16, 2010 sprite - render mode - world space glow Quote
Wesley Tack Posted January 16, 2010 Author Report Posted January 16, 2010 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 Quote
JeanPaul Posted January 17, 2010 Report Posted January 17, 2010 probably the spite you are using Quote
Wesley Tack Posted January 17, 2010 Author Report Posted January 17, 2010 This is what I use: materials/Sprites/light_glow03.spr Which one is more commonly used? And does work for sure? Quote
JeanPaul Posted January 17, 2010 Report Posted January 17, 2010 Well I know that one works. Post your settings for the sprite, maybe I can notice a problem. Quote
Wesley Tack Posted January 17, 2010 Author Report Posted January 17, 2010 Flag settings: start on (unchecked) play once (unchecked) Sprite settings: Quote
ShockaPop Posted January 17, 2010 Report Posted January 17, 2010 I have the framerate set to 10.0 on every sprite I have. It may not help at all, I dunno. Quote
aaron_da_killa Posted January 18, 2010 Report Posted January 18, 2010 Is the sprite entity too close to the model entity? Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.