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The dirt effect for the explosion generator..
Posted: 21 Oct 2006, 22:32
by Fanger
The dirt effect for the explosion generator seems to have a problem, it is the only one, and it seems to be in any mods using it which leads me to wonder if something is awry engine wise..
for an example of the problem examine this here picture..
note the wierd black lines one the sides of part of the dirt effect.. I cannot figure out why that is however it is there..
side note I did not include accidental cameos of my models this time in the hopes of keeping the discussion on dirt..
Posted: 21 Oct 2006, 22:59
by rattle
I've been using the dirt generator for quite some time now but haven't had a problem yet. Could be a texture issue, though you said you are using the latest. Also some of the generic explosions use it as well, does it happen on there too?
Posted: 21 Oct 2006, 23:03
by Fanger
NO it doesnt, and I recently made my own texture, which does it as well, the background is completely black though..
Side note it did it in Nanoblobs 6.0b as well, which was released after spring..
Posted: 22 Oct 2006, 00:49
by Das Bruce
Does it do it when you're really zoomed in?
Posted: 22 Oct 2006, 01:05
by rattle
I noticed the same graphical glitches on my custom laser textures as well when I stretched them too much (with tdf tags). Nasty borders appeared out of nowhere.
Code: Select all
[DIRT01]
{
class = CDirt;
[properties]
{
size=10;
color=0.5625, 0.375, 0.25;
alphaFalloff=2;
speed=0.75 r-1.5, 1.7 r1.6, 0.75 r-1.5;
pos=-10 r20, 20, -10 r20;
}
ground=1;
water=1;
count=5;
}
That worked for me.
Posted: 22 Oct 2006, 09:58
by PauloMorfeo
The lasers, as in the mobile laser shots from the LLT and HLT in XTA, also make that weird effect. The diference is that, in those, it is a glitch of the colour of the laser and is in front of the laser. You really need to pause and zoom to see those.
Even though i can't really help you, my bet is on a engine bug.
Posted: 22 Oct 2006, 11:13
by rattle
That's not a glitch. It's half of the ending and starting piece. They are rotated by 90° which is why they look odd. I guess it should simulate some sort of impact effect... you can disable them though by assigning a 1x1px black texture to texture2.