News:

One Minute Game Review by The Happy Friar: https://ugetube.com/@OneMinteGameReviews
Also on Rumble: https://rumble.com/c/c-1115371

idTech 4 (aka Doom 3 tech) Discord Server! https://discord.gg/9wtCGHa

Main Menu

Odd rendering glitches in custom maps

Started by EoceneMiacid, June 06, 2016, 03:56:58 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

EoceneMiacid

Hi,

I'm using NetRadiant to build a Doom 3 map project, and getting acquainted with the peculiarities of the engine. I'd like to use DarkRadiant since that seems to be better suited to Doom 3, but that keeps crashing for me on startup.

I'm running into a problem where certain brushes are only rendered partially in-game. They look fine in the editor.

This is a simple staircase hall:



Here's what it looks like in-game; aesthetics aside, it looks okay, except:



That doesn't look right. The corner platforms aren't rendered fully.



The other ones have it too.

So what causes this problem?

I've set the outside walls to structural and everything else to detail brushes, and I normally set the caulk texture on every surface that is not visible in-game, but I've tried replacing all caulk textures with normal ones, which doesn't make any difference.
It's not a lighting issue either.

I simply save the map in the editor, and then use the dmap command in dhewm3 to compile the map. I haven't looked into visportals and such yet.

The Happy Friar

Could you have zfighting because of duplicate brushes at the same location?

I'd also try dmapping in stock Doom 3, just to see if it's dhewn3.

motorsep

Looks like geometry is missing. I wouldn't use NetRadiant for Doom 3 mapping.

Use DarkRadiant. One of the builds starting with 1.8.1 and onward is bound to be compiled on Linux. Check official forum and report your crash. 2.0.4pre is the latest version.

aphexjh

Yes, looks like an error compiling the bsp. If you want to continue using this editor, you might try making that surface (and maybe all the stairs) a single func_static, so that it isn't involved in the world geometry.

Would have to agree with motorstep, best to use dark radiant or even doom radiant until they figure this out.  Also, try compiling with stock doom 3.  Let us know if you figure this issue out.

EoceneMiacid

I've tried setting all the stair and platform brushes to func_static, but the problem remains.
I've included the map as an attachment - anybody willing to compile it and try? I can't really be bothered trying to get the original Doom 3 binary to work, which never really worked properly anyway.

Yeah, looks like DarkRadiant is the way to go. I cloned the source from git yesterday and compiled it without problems, but the crash happens with that version too. I tried again disabling python since that may be related and re-compiling, but no dice :/

aphexjh

Huh. Lame. Does doom 3 editor not work with Wine?

EoceneMiacid

That's fine, I'm looking into fixing DarkRadiant.

In the meantime, could you please try and compile the map to see if it works for you?

aphexjh

#7


Done. You might compile the map again as another name and compare the compiled files. I used doom edit fyi.

*edit*

Also, I changed that first platform from a func_static back to worldspawn after the initial test compilation in the video, since the platform was invisible for some reason. After I changed it back to worldspawn and recompiled, it was visible again.

motorsep

This is the repo: https://github.com/codereader/DarkRadiant

and you need wxWidgets 3.0.1 installed (plus whatever else is required)

If you don't report crash on their bug tracker (and poke Greebo on the forum), it will never get fixed.

EoceneMiacid

Thank you for your help Aphex :)

In the meantime, I managed to compile a working DarkRadiant build. After doing a few tweaks in that, and saving the map under a different name and recompiling, it works fine here now too. Whew. Glad it's resolved.

I can now access all Doom 3 editing facilities too, which I couldn't with NetRadiant.

I'm going to entertain myself with the light editor for a while :)




aphexjh

Glad to help. Yea, seems like dark radiant is the way to go. Check out the layer editor too, that thing can really help keep things organized.

EoceneMiacid

Whoops, spoke too soon.



Some platform appear fine when viewed from above, but have the same problem viewed from below.

So it's not NetRadiant related, this was made with DarkRadiant.

Could you please try once more to see if the map works correctly at your end?

aphexjh

you really should include the other files from compilation. I dmap'ed the map and i don't see any of the gaps you are seeing.

Could it be something to do with the build/branch you are using?


EoceneMiacid

Thanks for the layer tip. I have divided up the floors into individual layers now, and redesigned the staircase around it. Handy feature indeed.

The problems with glitchy surfaces remains though.

Might be useful to know: whenever I play the map, this warning appears in the console:

----- Warnings -----
during building...
WARNING: file materials/patd.mtr, line 4887: Bad term 'flickertable'
WARNING: file materials/patd.mtr, line 4976: Bad term 'flickertable'
2 warnings

I have included the .proc, .cm and .darkradiant file this time. Could you please try playing the map again?

If it glitches on your machine too, and recompiling the map fixes it, it's most likely a problem with dhewm3.

aphexjh

It looks like there is a problem with the light material, but that shouldn't influence the bsp, it just means the light won't work, but when I played the map, the flickering light worked, so I don't think this is an issue. You can check out the file that is listed "materials/patd.mtr" and you will see the light material definition, but I don't think this is your problem.

I am about to test your map. I'll reply soon.