-
-
Notifications
You must be signed in to change notification settings - Fork 27
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Rendering Issue Rustgrad #331
Comments
Behind the wood column is a decal shader with Changing to the vanilla Quake 3 / ioquake3 values solves this issue. Spearmint
ioquake3
|
Can confirm setting the ioquake3 values resolves this issue as well. I should stop suggesting theories I'm 0 for 2 today. LOL. In order to set this I need to load Rustgrad through the console as a devmap. Otherwise I get feedback stating the value of the setting is cheat protected. Is there somewhere I can set these values so they stay applied. If possible I like to avoid loading the map through the console. Thanks again for the quick response by the way. |
I guess I'll just use the console :p No worries, thank you for responding to my questions. Like I said before I do appreciate it. Would you like me to close out these issues I posted in here? |
No, leave them open. They're real issues and may be fixed eventually. I'm just not really working on Spearmint at this point. Thanks for reporting them. |
You're welcome. One last thing, and I'm sorry to go off topic but this is more a curiosity than a thing that needs its own thread... |
I don't remember doing anything with it and code looks unchanged. Field of view (cg_fov cvar) might affect how it appears. Spearmint automatically converts cg_fov cvar value (assumed 4:3 aspect) to the current aspect (or set cg_fovAspectAdjust 0 to disable this). You can use https://casualhacks.net/Source-FOV-calculator.html "What's my real FOV?" to get "Actual FOV" to set cg_fov to in other Quake 3 engines. |
I've been downloading quite a few maps. After a few days of going through quite a few levels I'm fairly confident when I say this is probably the last render issue I'll need to post.
That said I recorded another video for this one: https://www.youtube.com/watch?v=yECbtK-L9w0
In Rustgrad by Hipshot I'm having an issue with these vertical columns rendering in properly. My best stab at this one, is that these columns sit behind some kind of noclipping brush so players don't get hung up on them during deathmatch. My guess is the noclip is being rendered somehow and causing a conflict
Again, just guessing. This issue occurs using both the opengl1 and opengl2 renderer.
The text was updated successfully, but these errors were encountered: