Maximum distance for viewing textures?
From the player spawn point, the far wall of my map appears blurred, as if the texture is missing. If I take a few steps forward, the texture appears as it should.
Is there a maximum distance from which a texture/wall can be viewed? My map isn't very big, but if I move toward the wall, or if I edit the map to move the wall closer, everything appears fine.
There are no leaks when I compile, and I've tried several different textures and room geometries, including rebuilding that portion of the map, to no avail.
The spawn point is looking down into a fairly deep pit, so I thought maybe the POV was exceeding some maximum visibility that I wasn't aware of.
Any ideas?
Have a nice day,
~Sidneys1
I took a look at some cvar lists, and it didn't look like there was much to do with texture draw distance...
Have a nice day,
~Sidneys1
I looked back at my starting point from the far wall, and get the same effect. It's roughly 3000 units where it starts to corrupt the textures, which doesn't seem very far.
I'm running the map from Hammer, in Windowed Mode, if that makes any difference.
I built a single, long room. At 3616, no texture issues. 3648, I got the same texture corruption as I did on my original map.
I don't know if the exact distance varies depending on lighting or which textures you use.
Anyone have any ideas of how to block/occlude a player's view only past a certain distance?
Can't build a wall, because the player eventually needs to go through that area.
Thanks for the help!
You can also try messing with the draw distances for the player using env_fog_controller. But I'm curious to see a screenshot of this area to see exactly why you need such a big space.
Possible I set it up wrong, though.
The level requires the player to use consecutive portals while they're falling to clear a gap to the exit. I originally made the map smaller, but to get enough momentum, I had to make it both longer and deeper. May be possible to restructure to shorten...but it took a lot of calibration the first time around, so if I can avoid having to do that again, I'd prefer to.
One of the areas I was able to move closer to fix one issue, but the other would be harder, because it's caused by both distance and depth.
Problem is the middle dark section, between the ramp and the door/platform

I've had an issue like this -(the view bug caused the textures to "miss" and I would instead see this kind of bugged skybox, it wasn't blurry, it was like there wasn't any wall, and the view "mirrored" a very previous texture you had in sight. There is a definition for this, can't remember it.)- , tho the 'view bug' was seen only in player straight view, not in depth (roof & floor were ok)..
Fixed it by editing and reducing the distance to equal or less than 2500 units. (I thought this was the cap. I don't really think so now.)
Although, this very same map, with a depth of over 10.000 units works fine, the player even standing in the very top of the map, can make a free fall of 10k units without any 'view bugs'.
I've always been using chamber textures, since I'm just testing.
Actually, now that I think of it. When I "fixed" my problem, I remember to have removed 2 rooms (spawn rooms), the bug was being caused from one side of the map (coming out of the spawn room), to the inside of the other spawn room. Also happened in another (somewhat) room, at the very top of the map, bugging the view when you watched the room in front of it. This last ones weren't removed tho, just getting them closer fixed it.
Try using linked_portal_doors. I've been messing around with this and figured out (as far as i know) that you can change the 'width' and 'height' to a cap of: W=256 - H=512 (this is x2 ingame).. More than that, crashes my client.
You would probably want to look up around for more info about this, rather than having me explaining, trust me ^^
Rderasta wrote:
I've had an issue like this -(the view bug caused the textures to "miss" and I would instead see this kind of bugged skybox, it wasn't blurry, it was like there wasn't any wall, and the view "mirrored" a very previous texture you had in sight. There is a definition for this, can't remember it.)- , tho the 'view bug' was seen only in player straight view, not in depth (roof & floor were ok)..
I believe that's called the Hall Of Mirrors (HoM) effect, and it generally appears in 3D engine games when there's nothing to draw, so it draws the pixels immediately next to the open space.
As for the problem, you could have the consecutive portal placement go around a corner, or something of the sort, if it's really important that it be that long.
I don't think the issue is texture-specific (though it's possible it's the WAY I'm applying textures -- this is my first map, so any sort of "user error" cause is possible
). I've tried using different textures, and still get the same effect.
Additionally, I don't think my issue has anything to do w/ room geometry/portaling/doors, as I tried creating just a really long, empty room, w/ only a spawn point, and the same thing happened. I could try putting the spawn point in a different room, since Rderasta mentioned that as a potential cause. I'll give that a shot.
In the meantime, I'm happy to provide my .vmf if folks are curious. Sorry, I'm new to these forums, too...assume I can't just attach it to my post(?) So if anyone wants to take a look, let me know, and I'll find a place to host the file.
Ok, attached. You should see the issue when looking toward the metal door -- it's the darker space between the door up high and the ramp down low.
Will probably make some changes to the map and compile again to verify, but for now it looks like this is solved! Thanks all!
Also Hober check your damn PMs or get on Steam.