Open Barnacle opened 11 years ago
d1_trainstation_06
d1_canals_03
d1_canals_05 : There is also some pilar around who exibit the same problems.
map : d1_canals_10 at: 10742 x, -5444 y, -521 z
Dropship on d3_c17_02, when standing behind the fence. Dog fly away on nothing. Save file
And Combine Gate. Same place.
Here are 2 or my screenshots with cl_showpos 1
: invisible / visible .
It is quite hard to notice, but one of the grenades on the table is still visible, it is like 98% transparent. It is more obvious in-game, when you move around you clearly see their "ghosts". Object that are far away usually fade in similar way, so likely the problem is somewhere in distance calculation code.
BTW, it is almost sure this is engine bug, as I'm getting it on ATI HD5670, using OpenGL under Linux.
[EP2] ep2_outland_12a - Bug texture Depending viewpoints - texture or there is, or not there is В зависимости от точки обзора - текстура то есть, то ее нет Сохранение http://www53.zippyshare.com/v/94223634/file.html Win7SP1x64RU Nvidia Driver 320.18 Эта текстура дверь... В коридоре можно найти ее.
This issue is really annoying, as it get VERY noticeable while playing since items are popping in and out :-(
In Episode 2, ep2_outland_09 - Cinder blocks (savefile: http://apocalyptech.com/source/prop_cull_glitch.sav
The last screencap in the first post is a separate issue. The prop is accidentally rendering in front of the white brush instead of behind it. If it can't be fixed, I'd recommend just working around it by changing the areaportalwindow to a normal areaportal instead, or changing its draw distances so it only closes when the player is around a corner and can't see it anyway. You don't really gain much performance by not rendering the stuff that's on the other side of that window.
Have this problem too in [HL2DM], sometime props, triggers and other stuff disappear from maps.
I've been able to recreate this in a custom level as well. I have no leaks that I can detect, but I have a vanishing health charge station from certain angles. Additionally, a number of the Combine Barricade props are vanishing at a short distance as well, although the bluish "glass" effect stays behind. These include: models/props_combine/combine_barricade_short01a.mdl models/props_combine/combine_barricade_med02c.mdl
Adjusting the fade distances doesn't make any difference on these. Should point out that I don't see this problem in Half-Life 2 with the Combine Barricades (such as the ones in the d1_trainstation_02 square). As a test, I even set mine to the same settings (notably, having Start and End distances set to 0 instead of the normal -1, 0 combination).
There doesn't seem to be a consistency with some of these, since not all health chargers do it. I want to say maybe it has to do with objects not assigning themselves to the correct rooms (as defined by areaportals). I do know that it's not just me because my testers see the same things.
https://github.com/ValveSoftware/Source-1-Games/issues/1664
Here's the cause
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)
So we're clear here, this issue is describing three different phenomena, which would have been better served by keeping the alleged duplicates open. The white windows as seen in #1664 are, as marnamai said, related to the func_areaportalwindow entity, possibly fixable in Hammer. The vanishing props in #657 are most likely due to the fade distances being mistyped in the map file, easily fixed via Hammer. The disappearing Combine truck is a legit engine bug, most likely. And several other cases listed here are just fade distances functioning as intended.
Every map with the "dev/dev_windowportal" texture (used on areaportal world brushes) is plagued by dissapearing props. The Combine APC is a prime example of this. I believe this is to blame on the unique shader used for the "dev/dev_windowportal" texture. After the initial source 2013 port, most of the shaders weren't functioning properly, such as worldblend textures being inverted. I think the shader was simply overlooked, since there's only 1 instance of it being used on a texture.
@stevethepocket, after pondering this a bit, I agree that the dev_windowportal issue should be tracked separately, so I will reopen #1664. The white windows are being tracked at #622, so that leaves the culling issues to be tracked on this issue report.
Health charger on "d1_canals_07" Save file: https://www.dropbox.com/s/9miahepqptyp4p3/d1_canals_07_save.rar
Pillar on "d2_coast_05" Save file: https://www.dropbox.com/s/6sai7al190ju4un/d2_coast_05_save.rar
Another pillar on the same map Save file: https://www.dropbox.com/s/e1xvnxv1p8etxio/d2_coast_05_save2.rar
APC on "d2_coast_09" Save file: https://www.dropbox.com/s/7g5wgtmywxxtfro/d2_coast_09_save.rar
Balcony on "d3_c17_06b" Save file: https://www.dropbox.com/s/me7jsvanvil1juy/d3_c17_06b_save.rar