Mapping question

Discuss map ideas, techniques, and give help.
Post Reply
User avatar
Skullcleaver
Born on Board
Posts: 69
Joined: Mar 16th '10, 16:57
Location: LALA Land
Contact:

I designed a map where theres supposed to be curtains that rise up at the beginning. But for some reason, 1 or two of the walls was always blurry. Im wondering what would cause this, as Ive constantly paved it in weland. Thnkyou
Last edited by Skullcleaver on Apr 17th '10, 04:23, edited 1 time in total.
I LIKE PIE
User avatar
Drictelt
Vidmaster
Posts: 1434
Joined: Nov 27th '06, 19:21
Contact:

This is quite vague. I'd suggest you upload your map or at least be more specific.
Last edited by Drictelt on Apr 17th '10, 09:08, edited 1 time in total.
Eternal - Victory Dance IV - KTA III - Phoenix
More on Simplici7y: Xmas I-II-III - Winter I - Narcotics - Thrudnesday
User avatar
Crater Creator
Vidmaster
Posts: 943
Joined: Feb 29th '08, 03:54
Contact:

I don't know what you mean by "blurry". Please show us at least a screenshot.
User avatar
Skullcleaver
Born on Board
Posts: 69
Joined: Mar 16th '10, 16:57
Location: LALA Land
Contact:

Here. That blurry stuff is the curtain rising
Attachments
Elevations_0000.png
Elevations_0000.png (235.52 KiB) Viewed 4162 times
Last edited by Skullcleaver on Apr 18th '10, 01:42, edited 1 time in total.
I LIKE PIE
User avatar
Zott
Vidmaster
Posts: 1659
Joined: Jul 1st '06, 21:14
Location: Earth
Contact:

Use Forge's Visual mode or Visual Mode Lua and then activate the platform. You can then hopefully texture the blurry portion after the "curtain" has risen.
Video Gamer Blog (With some articles by me!)

Look at Him Go, Weeee
User avatar
xilef
Cyborg
Posts: 186
Joined: Jul 6th '08, 22:30
Contact:

I think this is a case of rise from floor/rise from ceiling misinterpretation.

I get the texture smeer when i use rise from floor when i should use rise from ceiling and vice versa, that might be the problem.
User avatar
Skullcleaver
Born on Board
Posts: 69
Joined: Mar 16th '10, 16:57
Location: LALA Land
Contact:

TectonInd wrote:OH! I know that, it looks kind of like a leak in the Source Engine. I really don't know much about that, but it's some kind of texture error.
Hmmm, a half- life player, very interesting....
I LIKE PIE
User avatar
goran
Vidmaster
Posts: 1468
Joined: Feb 2nd '06, 19:51
Contact:

The blurryness you adress is usually refered to as smearing. That effect is caused by untextured polygon sides. The pave command should in theory texture all untextured sides. Although, Weland's pave command seem to miss platforms quite often.
User avatar
treellama
Vidmaster
Posts: 6107
Joined: Jun 2nd '06, 02:05
Location: Pittsburgh
Contact:

G.S.10 wrote:Although, Weland's pave command seem to miss platforms quite often.
Like Forge, Weland doesn't change side types when it paves--because that can lead to already textured sides being messed up. This can result in sides not being textured, but hitting them with Visual Mode.lua should fix them up.
User avatar
zero
Mjolnir Mark IV
Posts: 334
Joined: Jun 8th '10, 01:32
Location: Tau Ceti or bust!
Contact:

Just a little FYI, for future reference, this "blur" is called HOMing.
"Escape will make me God"
User avatar
thermoplyae
Mjolnir Mark IV
Posts: 735
Joined: Sep 10th '06, 17:35
Contact:

what's that stand for
dude, seriously. dude.
User avatar
irons
Vidmaster
Posts: 2651
Joined: Mar 1st '06, 20:44
Location: (.Y.)
Contact:

Hall of Mirrors ing
underworld : simple fun netmaps // prahblum peack : simple rejected netmaps
azure dreams : simple horrible netmaps // v6.0!!!: thomas mann's greatest hits : simple simple netmaps
Post Reply