Author Topic: Texture problem in huge maps  (Read 2888 times)

Offline SquiSHeR

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Texture problem in huge maps
« on: June 06, 2009, 10:42:35 AM »
Hi,

I've got a mapping problem with my latest creation. Its a very big map with very long corridors. The problem in Q2 is that it happens that Q2 doesn't draw all textures at the far end of a corridor. I think this is a common problem I have seen in some other custom maps already. It looks like as if you look right into a leak.

Does anybody know this problem? Is it a Q2 bug or can I do something to avoid it?
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Offline [BTF] Reflex

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Re: Texture problem in huge maps
« Reply #1 on: June 06, 2009, 10:26:52 PM »
sounds like a back clipping plane problem..   REALLY long hallway?
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Offline SquiSHeR

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Re: Texture problem in huge maps
« Reply #2 on: June 07, 2009, 01:47:02 AM »
Yes its a very huge area!! What is a back clipping plane problem? How to handle it?
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Offline [BTF] Reflex

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Re: Texture problem in huge maps
« Reply #3 on: June 08, 2009, 05:52:54 AM »
Make smaller areas.

"The back clipping plane is a plane perpendicular to the line of sight;
objects behind the back clipping plane are clipped from view."

The q2 engine stops rendering objects beyond a certain distance.
I dunno if it can be set further with a command or not.
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Offline SquiSHeR

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Re: Texture problem in huge maps
« Reply #4 on: June 08, 2009, 08:41:11 AM »
thank you reflex for this information (where did you get it from?). I think this anwers my question. Thank you!!
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Offline [BTF] Reflex

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Re: Texture problem in huge maps
« Reply #5 on: June 09, 2009, 07:42:57 AM »
I figured it out the first time I made a REALLY huge map in q1 :)

The editor had a back clipping plane for it's own view window,  you could change it.
But thats where I remembered the term 'back clipping plane' from and just googled it.

The definition is from some other 3d editor not game related.





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