Open marnamai opened 10 years ago
Dupe of #609. (Also in EP2: #657)
Yea, but this one has the exact cause of the problem explained
Marnamai - you're my hero. I've had this exact same problem in an upcoming map (right down to the way the APC culls out and leaves the "glass" behind) and I couldn't wrap my head around why I had so many instances of this issue when no other map did. But one thing that is different is that I used dev_windowportal on one side of my areaportalwindows and not the other. That is absolutely bizarre. What could these things possibly have to do with one another?
I wanted to add that, indeed, replacing the dev_windowportals with different textures completely resolved my weird, vanishing prop issues.
~Closing as a duplicate of #609.~ Per discussion at https://github.com/ValveSoftware/Source-1-Games/issues/609#issuecomment-270886969 this issue is re-opened.
I've done some checking and I've found that dev_windowportal can be combined with another texture as long as that texture has the $translucent shader assigned to it. Doing this fixes any popping objects related to func_areaportalwindows.
This fixes https://github.com/ValveSoftware/Source-1-Games/issues/622 if you give the white005 material the $translucent shader.
This being the best example, but it affects all Half-Life 2 maps that have func_areaportalwindow entities in it with a render window that has the texure "dev/dev_windowportal" on 1 side of the func_brush used as rendered window.
The dev/dev_window texture has to be on both sides of the brush, combining it with any other texture (except nodraw) will result in rendering glitches (objects popping in and out of existance depending on player position and viewangle)