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ReX

Polyobjects & texture bleeding

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I have 2 sets of polyobject sliding doors in a level and there is horrible texture bleeding associated with them. For one set of doors there is no bleeding when the doors are shut, for the other set there is bleeding when approaching it from a certain angle. All doors exhibit terrible texture bleeding when opening and shutting, almost to the point of being HOMs.

I read Rick "Wild Man" Clark's tutorial on how to fix the problem (i.e., either create the polyobjects as the last set of sectors built in a map, offset the door jamb a fraction, or delete and re-create the polyobjects). First, I created the polyobjects as the last sectors in the map. There was bleeding. I offset the door jambs. There was bleeding. I deleted and re-created the polybjects. Still bleeding.

I have polyobject sliding doors in 3 other levels in my level set, and they're all fine (I need to point out that I have only one set of doors in each of those 3 levels).

Help!

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Well, the only suggestions I can make are the one you already did. Personally, I think polys are a nice idea, but not worth the trouble. You may just have to keep playing with them using offsets or use regular doors.

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Hi Rick:

Just thought I'd update you on the texture bleeding issue. Originally, when using the door jamb offset technique I was moving the door jamb outwards (i.e., away from the door center). I tried offsetting the door jamb inwards slightly, and it removed the texture bleeding. Just thought you'd be interested to know.

ReX

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