I don't need to test my programs. I have an error-correcting modem.
Difference between revisions of "Legacy talk:Brush Sinking"
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::Interesting! But then why didn't epic sink the floor tiles on Na Pali Haven map in Unreal 1, near the gate? Instead, they used non-solid sheets that disappear after rebuilding! --[[User:GreatEmerald|GreatEmerald]] 13:12, 30 November 2008 (UTC) | ::Interesting! But then why didn't epic sink the floor tiles on Na Pali Haven map in Unreal 1, near the gate? Instead, they used non-solid sheets that disappear after rebuilding! --[[User:GreatEmerald|GreatEmerald]] 13:12, 30 November 2008 (UTC) | ||
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+ | ::No idea. Maybe they weren't aware of this trick back when they designed the Unreal levels. There is an amazingly low number of UT maps using this as well. I've ported the [[brush sinking]] tutorial to the main name space now, btw. —[[User:Wormbo|Wormbo]] 14:39, 30 November 2008 (UTC) |
Revision as of 07:39, 30 November 2008
Flickering surfaces?
This method doesn't create flickering surfaces? I mean, the engine should get quite confused, there are two textures to render at the same spot. Just like with movers, you can't use this method with them. Any explanations? --GreatEmerald
- Well, brush sinking creates fixed BSP geometry, so there aren't two surfaces to display, but only one. The Unreal Engine doesn't have any flickering problems with BSP because it always displays the last brush's (as per brush order) surfaces. Mover's aren't part of the BSP tree, so the engine needs to figure out their drawing order dynamically, which causes flickering. If you look closely, you will find brush sinking in all generations of the Unreal Engine. It's even used on VCTF-Suspense in UT3! —Wormbo 11:24, 30 November 2008 (UTC)
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- Interesting! But then why didn't epic sink the floor tiles on Na Pali Haven map in Unreal 1, near the gate? Instead, they used non-solid sheets that disappear after rebuilding! --GreatEmerald 13:12, 30 November 2008 (UTC)
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- No idea. Maybe they weren't aware of this trick back when they designed the Unreal levels. There is an amazingly low number of UT maps using this as well. I've ported the brush sinking tutorial to the main name space now, btw. —Wormbo 14:39, 30 November 2008 (UTC)