OpenTechEngine / OpenTechBFG

Engine based on (RB) Doom 3 BFG aiming to allow the creation of standalone games
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PortalSky glitch? #55

Open ghost opened 8 years ago

ghost commented 8 years ago

Some strange behaviour from the portal sky, projecting the maps bsp layout on the floor and ceiling, the portal skybox is directly ahead in the distance, the strange effect is being cast from that direction.

portalskyissue

BielBdeLuna commented 8 years ago

explain yourself first, what does portalsky have to do with envtosky? you did an evnvtosky texture with the portalsky on?

if so, maybe envtosky needs to be adapted to use the portalsky

ghost commented 8 years ago

I tried the envtosky, skytoenv commands on a earlier version of the map, however it never wrote out the textures, so I doubt it might be the case as there are no stored images.

ghost commented 8 years ago

Replaced the missing assets on the Portalsky testmap and removed the two demon entities from Doom. Also fixed z-fighting brushes. The artifacts appears on the portalsky map as well. I saved it as portalsky2.map. I'll upload to the demo mod base folder.

BielBdeLuna commented 8 years ago

ok, but let's keep it structured and to the point of the issue:

so envtosky didn't work? what does the console say when you use envtosky or the other way around?

also what about envshot? did it work? or is it envshot who distorts the portal sky?

ghost commented 8 years ago

It couldn't generate the textures in the env folder.

BielBdeLuna commented 8 years ago

so envshot is what failed then, isn't it?

does the folder "env" exist? maybe you have to create it first?

ghost commented 8 years ago

The folder does exist, but no textures were created in it. I checked the console, showing that it is creating textures but the destination folder stays empty.

ghost commented 8 years ago

I found the cause of the problem, I noticed that the floor brush entity in the portalsky cube contained a key pointing to portalsky, causing the weird projection. This was purely a mistake on my part and I apologise for it, I must've have copied the brush used to create the portalsky cube to create the floor.

ghost commented 8 years ago

Reopened the issue, it appeared again. It seems that envshot is rendering out the gui instead of the world environment to the RBDoom3BFG save game folder found in C:\Users\Tiaan\Saved Games\id Software\RBDOOM 3 BFG\base\env. Here is an examples of the result:

env_wrong

BielBdeLuna commented 8 years ago

how is this image called? is it called "_wrong"?

ghost commented 8 years ago

It created a set of the same image nx, ny, nz etc +_wrong. Deleting all the files in the rbdoom3bfg directory has fixed it after removal of the env files.

ghost commented 8 years ago

Running envshot again produced the same image which was a direct view of the camera.

env_nx

ghost commented 8 years ago

Problem solved. Textures in the map area may not be reused within the skybox area, it seems to create a projection glitch or something. The problem went away after removing the textures in the skybox and replacing it with it's own unique texture set.

BielBdeLuna commented 8 years ago

this thing you said shouldn't matter. there shouldn't be any problem whether you use a texture or the other. it's just rendering another point of view in another place of the map, there are no special texture calculus involved there, so texture should render the same as the principal view of the player.

ghost commented 8 years ago

I'll keep the issue open. For now keeping seperate textures for the skybox seems to work. The problem with envshot, skytoenv, envtosky still seems to continue where it renders out only one direction of the camera view or a black background with the console gui in the corner.

BielBdeLuna commented 8 years ago

those are too many program issues in a single github issues page, let's separate the issues