Problem with flickering entities
Quote from Robdon on June 14, 2011, 5:02 pmHi,
I have a problem with a map of mine (attached)
When I portal from the floor to the roof, and drop down to a platform that has a entity (in my example a prop_button), the entity flickers on/off while I'm falling to the platform.
I can 'fix' this if I move other brushes around on the map, but, this is from quite a complicated map, and I cant really move things on the actual map, this is just an example to show the problem.
I wonder, is there any 'trick' that I'm not aware of to stop this, or something I've done wrong on my map since I'm quite new to this?
I've included my example vmf, if any one has the time to look at it.
1) Compile and start map
2) Shoot portal in the white box in the roof
3) Shoot other portal in the white box on the floor where you start from
4) If you look through the portal on the floor you can see the button
5) Fall through the portal, and as you are falling to the platform, keep the button in viewAs you are 1/2 through falling, the button will disappear and then reappear quickly, making it flicker.
Now, the strange thing... if you go back into hammer, and change the height of the orange box to be higher, even just one unit, and then try it again, it 'fixes' it, and the flicker doesn't happen.
What I think is happening is if you increase the height of the orange box, then it makes it higher than the walls of the room the button is in. This then seems to change the way the map is compiled, as there is 1 less face and other things in the logs. Also if you load the 'portal' file in hammer, it shows that it creates different 'vertices' when the orange box goes above the wall, and I presume therefore makes the button not flicker.
Thanks,
Rob.
Hi,
I have a problem with a map of mine (attached)
When I portal from the floor to the roof, and drop down to a platform that has a entity (in my example a prop_button), the entity flickers on/off while I'm falling to the platform.
I can 'fix' this if I move other brushes around on the map, but, this is from quite a complicated map, and I cant really move things on the actual map, this is just an example to show the problem.
I wonder, is there any 'trick' that I'm not aware of to stop this, or something I've done wrong on my map since I'm quite new to this?
I've included my example vmf, if any one has the time to look at it.
1) Compile and start map
2) Shoot portal in the white box in the roof
3) Shoot other portal in the white box on the floor where you start from
4) If you look through the portal on the floor you can see the button
5) Fall through the portal, and as you are falling to the platform, keep the button in view
As you are 1/2 through falling, the button will disappear and then reappear quickly, making it flicker.
Now, the strange thing... if you go back into hammer, and change the height of the orange box to be higher, even just one unit, and then try it again, it 'fixes' it, and the flicker doesn't happen.
What I think is happening is if you increase the height of the orange box, then it makes it higher than the walls of the room the button is in. This then seems to change the way the map is compiled, as there is 1 less face and other things in the logs. Also if you load the 'portal' file in hammer, it shows that it creates different 'vertices' when the orange box goes above the wall, and I presume therefore makes the button not flicker.
Thanks,
Rob.

