ReX
Senior Member
Posts: 1732
Registered: 05-00 |
I've had endless problems with polyobjects, starting with my Temple of the Ancients level set, and continuing into The Darkest Hour. In the end I decided to use few, if any, polyobjects. (In DH, you may notice that there are polyobjects only on Maps 01 and 03 -- the sliding gates. These were my early maps in the set, and the sliding gates gave me so much trouble that I decided not to use POs any more in the set.)
From people who've responded to the same question about texture bleeding, there are a couple of possible solutions (neither of which is guaranteed to work). First, as Nigel suggested, offset the door jambs by one or two pixels. You must offset them INWARDS. With Temple, I kept trying to offset them outwards, and the problem was never solved. Then I tried them inwards, and Voila! no more texture bleeding.
Another option (and it may be too late in your case), is to build your polyobjects last. Complete the entire map, then insert your polyobjects and associated sectors in one shot. Apparently, the texture bleeding problem is caused by improper node building. Thus, a sliding door will look fine when it's first built, but will have the problem after youve added sectors to your map.
Good luck, and in future perhaps you'll abandon polyobjects like I have :D
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