esselfortium
Cumulonimbus Antagonistic Posting

Posts: 5979
Registered: 01-02 |
zodiac said:
How exactly does someone go about clearing HOM errors? Marcaek, I assume that's what you found, since _bruce_ also pointed them out.
I know that in this case it's caused by too many segments, but things like moving teleporter ceiling above the main ceiling with no texture (making the engine paste over them with the main ceiling) or lining up the ceiling lights at the same height to get side textures to merge don't actually seem to reduce the segment count.
I don't actually go very much over the limit, but I'm at a bit of a loss how to actually lower the total.
Edit: with a few more tweaks, even leveling the ceilings so they're actually flat and closing off the invulnerability secret (so it's just a warp to a ledge don't help as much as I'd expect. That's a lot of vertical segments that are no longer present, but the count remains stubbornly high. I realize lighting forces x/y segment draw, but this still seems too much.
Segs come from the splitting of sidedefs into pieces, not floors or ceilings. So 2-sided lines create at least 2 segs apiece, and they can only be blocked by a completely solid wall between them and the camera. The only way I'm aware of that you can have lines not create drawsegs is to have the same sector on both sides and have no midtexture on them, so the lines are completely invisible and only exist to trigger a line special or something.
__________________
essel.spork-chan.net - doom stuff, artwork, and music by esselfortium
|