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Possible Bug of q3map2 2.5.16 or lower (autosprite related)
Posted: Tue Dec 12, 2006 9:31 am
by a13n
Have you ever encountered this kind of autosprite bug?
Here is the detail.
The game is SoF2.
autosprite2 script

bsp switch for compiling

in-editor image

in-game image

in-game image with r_showtris 1
Oddly with r_showtris 1, autosprite2 works fine.
But normally it's messed up.
Any idea?
Posted: Tue Dec 12, 2006 4:03 pm
by obsidian
Autosprite2 only works with non-square but power of 2 textures.
Posted: Wed Dec 13, 2006 1:26 am
by a13n
You mean the texture must be the size of at least 256x512 or 512x1024?
IIRC, what matters for autosprite2 is the size of brush, not the actual size of texture, isn't it?
In this case I applied 512x512 texture to 512x514 brush.
Is this bad?
Posted: Sat Dec 16, 2006 8:20 am
by a13n
O.K.
Just hunted out the cause of this problem.
It was -meta switch which did the harm by re-ordering triangles.
So simply removing -meta switch from bsp phase should work.
But this means I have to write down q3map_forcemeta to each textures.
This is not practical, isn't it?
What is really needed is the opposite option, something like "q3map_nometa".
@obsidian
Am I missing something?
By the way, final map has just been released.
Here is the detail.
This is a SoF2 single player custom map, which is rarely found on internet.
The theme is, as often imagined, zombie.
Total play time would be around 10 minutes at most, so it won't eat up your precious time, as long as you are skilled shooter.
This does not necessarily mean this map is a complete crap.
In fact this map has a story line, consisting of intro, actual challenging combat time and ending.
Screenshots
Download (2MB)
http://files.filefront.com/sp_burgerzip ... einfo.html