Post any Bug Reports here
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animatrix
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by animatrix » Sun Jul 31, 2005 8:35 pm
Ok, its where you shoot and the explosion only appears on two out of four walls, this is old but heres what fixes it, make your room and click the brush to "window" in the dialoge box, dont make it transparent, this seems to solve the problem and wont affect your textures and room design..
Animatrix
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GD1
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by GD1 » Sun Jul 31, 2005 10:48 pm
cool. Im gonna have to check that out! thanks man!
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Tougher Than Fort Knox
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hike1
- RF FAQ-Keeper
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by hike1 » Mon Aug 01, 2005 12:54 am
Yep, that works, how'd you figure that out? 1 thing I noticed on
my only exploding weapon, the whole explosion doesn't show.
ps. Don't mark any of your 'level sealing, next to the void' walls window, you'll
get leaks.
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Attachments
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- clipexplode.jpg (32.82 KiB) Viewed 1003 times
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animatrix
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by animatrix » Mon Aug 01, 2005 7:06 pm
yes Ive seen the clipping, dont know what or why but if you look at it head on its ok, seems to rotate and clip with player...
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GD1
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by GD1 » Tue Aug 02, 2005 2:43 am
it does that on solid geo as well. the bitmap is a flipbook that rotates to screen space. when you change camera angle part of it will clip behind the geometry that covers it. this is unavoidable. the only way to fix it is by building your explosions differently and using particles in addition.
or using a single particle that has bouce set to true (untested)
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AndyCR
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by AndyCR » Tue Aug 02, 2005 3:43 am
exactly. just to illustrate: (horrible ms paint art ahead)
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QuestOfDreams
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by QuestOfDreams » Sat Oct 22, 2005 6:40 pm
moved impact point 1 unit out of the wall so the explosion will be seen on all walls - fixed
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Nout
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by Nout » Sat Oct 22, 2005 7:30 pm
Can you post the code change, so I can also add it into the RF with Physics code. Better is to post the cpp file, so I can check all is consistent
Thanks,
Nout