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View Full Version : I think I know what was making the c-9 sprites stick but....


mikenet2005
06-09-2006, 05:07 PM
Ok, its not the number of sprites in the room causing problems. Im begining to link it to some cracks that form on the ceiling that I added for realism.

Im not an expert on advanced formulas to follow to avoid ghost sectors. Of corse all the common sense stuff like no crossed lines, and properly deleting innner sectors by joining them, and so on, I've known for years.

Does anybody know if build just doesnt like long triangular sectors? If so how do I get around it? The pics here show the ghosting effect that "in this case" can only be seen in the overhead duke map. While playing you see no clipping of any kind but it sure is messin up my c-9 sprites. If you guys have had a similar experience before let me know. TY

DavoX
06-10-2006, 04:16 AM
You actually used my technique to check for ghost sectors :D

mikenet2005
06-10-2006, 11:16 AM
Yea, It works good. Pretty usefull tip.

TerminX
06-10-2006, 12:09 PM
See if your SEENINE sprites stick with this (http://www.eduke32.com/stuff/eduke32_snapshot_20060609.zip) snapshot of EDuke32.

mikenet2005
06-10-2006, 04:03 PM
Is that the latest version of eduke or somethin? Didnt fix the problem but if its a version with some bug fixes and whatnot I'll probable leave it installed.

mikenet2005
06-10-2006, 04:11 PM
One way or another that problem will be isolated and fixed thankfully I have an incremental backup for every 10 minutes of editing. I got like 200 versions of this map. Im not so sure its the cracks alone causing this problem because yesterday I removed them and it fixed the sprite issue, but it only slightly reduced the ghosting on the overhead view so I think there is another element to this. This is one of the more complex areas of the map so it could be a number of things.