If I move the Movers into a new created cube, they look perfect on movement (no flicker).
properties of all 8 Movers
Any hints?
Yes, that was it : If I switch to BSP Cuts view, there are some cuts nearby the doors. If I change "Build Setting > Minimize Cuts", there are no more cuts in that room and doors movement looks fine then.Higor wrote:too many BSP nodes in that room
Can this be done with minor changes only and keeping the original mappers idea? For example I could zone that chamber or put some single subtract brushes into one. Changing something to Semi-Solid does not help here, because there are only movers and subtract brushes. (For a better judgement I've added a screenshot where I selected the two subtract brushes that forms that chamber.)Higor wrote:Rebuild the map in a way that room's BSP tree is built completely differently.
Really? IMO its a matter of building the map, what this done by an algorithm what should result in same results independently of hardware. But try yourself!Chamberly wrote:somehow hardware difference clear it up
Cough, gotta speak about this in a sort of tutorial named something like "Alternate try at fixing BSP issues" .Higor wrote:One time in order to fix an unfixable BSP bug...
I created a complex sphere brush and substracted it under the ground when nothing accesses it.
Someone would open the map and ask: WTF is this?
But this sphere would fix the BSP bug, because it's purpose was to alter the BSP construction around id.
Try it.
Thanks for this additional hint, but by trial and error I've found that setting "Build Setting > Minimize Cuts" to "7" the problems do not occur anymore. (For future mappers (maybe myself) I've added a big fat MapperInfo with this build information to the map - I'm sure that every mapper will find this. ^^Higor wrote:I created a complex sphere brush and substracted it under the ground
Yes, if both visible surfaces of wall and mover are on a plane, I've often noticed flickering effects at Movers. So I put Movers either a few UU in front of the wall or behind.sektor2111 wrote:It's wise to have mover's surface NOT in line with a Wall surface when they are moving
One of the previous mappers seems to like grouping for some reasons. Just enable the other groups.sektor2111 wrote:Map linked by you for Chamberly seems different - No Movers as shown
(Hint to readers not knowing this map: there is only one PlayerStart in a very small 128³ UU cube.) This maps seems to be designed for a single player only; also there are only a few monsters (I remember your statement on MH-Ziki: There are more movers than monsters in this map) . That's the reason why I reworked it, and I added a player start chamber with a dozens PlayerStarts in front of that 128 cube.sektor2111 wrote:I'm not trying to figure what's happening when 8 players will try spawning in that nail-box.
Thanks for your investigations, but in your map that Gas Bag Chamber still has BSP cuts in the area of door movers and causes flickering therefore.Chamberly wrote:Here is a rebuilded map
I tried this, but with the default build settings I still got BSP cuts in that area. Was worth a try.^^Higor wrote:created a complex sphere brush and substracted it under the ground