I will post few things i have in mind for start.
--Static mesh on top of bsp Polygon clipping--
Before you export you move all polys about 0.1 or even 0,05 units/texel above ground because faces might get clipped and you may not notice those missing polygons from the start.
I noticed this with a group of broken floor plaques staticmesh with all lower vertices at 0-ground level) on a bsp floor.
some examples i tried
1-When the actor used 24 bit bitmap and was on top of 8 bit floor it got clipping.
2.The actor had palleted 8 bit texture and the floor texture was 8-bit again some side polygons got clipped.
3.When the actor had palleted 8 bit texture and the floor texture was 24 bit it was okay.
So,it must be the 8-bit bitmap of the level that messed it even if the two touched,and did not intersect.
--Use one neutral texture on models and adjust the staticmesh or staticentity ambient to color it a bit so it matches the surrounding textures.
Tips and RF Bugs Workarounds
Re: Tips and RF Bugs Workarounds
Thanks for the tips
Re: Tips and RF Bugs Workarounds
Transparent flat planes actors get more easily clipped if they touch the environment.
If that happens,a quick way to fix this is to place the actor entity 1 texel away from the neighboring geometry,by typing in the origin in the entity's Origin X Y Z boxes..
Example a scattered straw bed plane on a floor.
In the 3rd and isometric view the 1 unit space will not be very noticeable.
If that happens,a quick way to fix this is to place the actor entity 1 texel away from the neighboring geometry,by typing in the origin in the entity's Origin X Y Z boxes..
Example a scattered straw bed plane on a floor.
In the 3rd and isometric view the 1 unit space will not be very noticeable.