Author Topic: Polybugs  (Read 2908 times)

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Offline Mr. America

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Polybugs
« on: October 08, 2010, 04:30:59 pm »
I've mapped for about 6 years by now, but I still don't really get it. How the h*** are they created? I just don't get how a flat surface (one big poly) can make my lil' soldaten jump around while walking over it. I don't know what to do with buggy polys as well.

DarkCrusade

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Re: Polybugs
« Reply #1 on: October 08, 2010, 04:35:05 pm »
These polygons you are talking about have a fall of 0. Soldat's crappy code sometimes causes polybugs on these special polygons.. just change the grade of them and it should be alright.

Offline Mr. America

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Re: Polybugs
« Reply #2 on: October 08, 2010, 04:37:34 pm »
There any rules on polybugs?

DarkCrusade

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Re: Polybugs
« Reply #3 on: October 08, 2010, 04:40:41 pm »
Yeah, try to avoid them :P

Apart from that:
-Overlapping polygons help a lot
-You can try to use polygons with a grade of 0 (e.g. for buildings); if they cause bugs you can still fix them by changing the grade to 1

Offline As de Espada

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Re: Polybugs
« Reply #4 on: October 08, 2010, 06:09:57 pm »
I found a way of fixing those polys without modify it's position. Just send it to front or back (home or end), can't remember. I shoudl fix. If still don't work, try making it only half screen length. If still don't work, delete it and create a new one in the same place.
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Offline chutem

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Re: Polybugs
« Reply #5 on: October 09, 2010, 01:03:20 am »
If still don't work, delete it and create a new one in the same place.

This.

Also try to avoid thin / small polygons. Never have a single triangle for a floor, as the outer points on the top flat surface are always buggy.
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Offline Mr. America

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Re: Polybugs
« Reply #6 on: October 09, 2010, 02:23:15 am »
Damn, this sucks. There's no way i can go around that while trying to make a multi-tex tw map -.-

DarkCrusade

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Re: Polybugs
« Reply #7 on: October 09, 2010, 02:29:16 am »
Plain follow my instructions from my second post and you'll hopefully be doing fine :|

Offline Mr. America

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Re: Polybugs
« Reply #8 on: October 09, 2010, 06:21:23 am »
Overlapping doesn't work with multi-tex. Else, show me an example, but it gotta be a good one ;D
And I don't really get your second instruction, grade = degree?

DarkCrusade

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Re: Polybugs
« Reply #9 on: October 09, 2010, 06:58:41 am »
http://forums.soldat.pl/index.php?topic=36964.0

My own map, not finished, though.

Grade = degree, right.

Offline Blacksheepboy

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Re: Polybugs
« Reply #10 on: October 09, 2010, 12:27:49 pm »
Overlapping doesn't work with multi-tex.

I beg to differ.

Offline Blue-ninja

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Re: Polybugs
« Reply #11 on: October 09, 2010, 02:43:14 pm »
Invisible overlapping polygons. You don't have to touch the multitextured polygons.

Offline smiluu

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Re: Polybugs
« Reply #12 on: October 10, 2010, 06:43:27 am »
If you get to the point where theres just too many polygons in one spot due the multitexture details you prefer, I usually make them all "doesnt collide" and then overlap the whole thing with 2-4 invisible polygons.

Offline Mr. America

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Re: Polybugs
« Reply #13 on: October 10, 2010, 01:15:33 pm »
But... that sucks  :-\
feast your eyes on this WIP

Offline smiluu

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Re: Polybugs
« Reply #14 on: October 10, 2010, 02:53:47 pm »
This is how I would start solving your map. I did some overlapping there and there to set up an example. This technique is very handy if you want to have both good details in look and smooth play. Idea is to cover as many connected polygons with as few polygons as possible. Here's what it looks like on my work.
« Last Edit: October 10, 2010, 03:00:06 pm by smiluu »

Offline Mr. America

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Re: Polybugs
« Reply #15 on: October 10, 2010, 04:31:04 pm »
Hmm interesting. Never considered mapping so ... rough. Well you always learn new stuff =)
Funny to see how different each mapper maps ;D

Offline As de Espada

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Re: Polybugs
« Reply #16 on: October 12, 2010, 05:09:48 pm »
Reducing polygon count it's some way to reduce polybugs.
I tried to make a tutorial explaining ways to do that without interfering too much on the visuals
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