Botolf
October 19th, 2009, 03:01 AM
[L4D] Visual Clipping Problem
Anyone familiar with the SDK that might know what's going on with this (http://i34.tinypic.com/4hqs0n.jpg)? I don't think it's the fog controller's far z plane cutoff setting, because I can noclip into roughly the same spot and the building doesn't clip like that (and I also toyed around with the z plane setting itself, to no effect). It always clips in this manner when the helicopter is pulling away and the player views are locked to the camera. It didn't always do this so I'm wondering if I deleted something important by mistake (although side by side, I can't see any differences). I also checked the three logic_relay entities related to the arrival, idling, and takeoff of the news helicopter, but I fail to see anything awry in those either.
http://i34.tinypic.com/4hqs0n.jpg
Additional information
I built an additional checkpoint/saferoom area (to facilitate the loading of the first map of Crash Course) into the map's nav maps. A trigger_teleport is used to transport survivors to that checkpoint after they all reach the helicopter (removed the output that kills survivors to allow for this), and a trigger_hurt to clear the deck of any incapped humans left behind (you can't load the next chapter if somebody's incapped).
Anyone familiar with the SDK that might know what's going on with this (http://i34.tinypic.com/4hqs0n.jpg)? I don't think it's the fog controller's far z plane cutoff setting, because I can noclip into roughly the same spot and the building doesn't clip like that (and I also toyed around with the z plane setting itself, to no effect). It always clips in this manner when the helicopter is pulling away and the player views are locked to the camera. It didn't always do this so I'm wondering if I deleted something important by mistake (although side by side, I can't see any differences). I also checked the three logic_relay entities related to the arrival, idling, and takeoff of the news helicopter, but I fail to see anything awry in those either.
http://i34.tinypic.com/4hqs0n.jpg
Additional information
I built an additional checkpoint/saferoom area (to facilitate the loading of the first map of Crash Course) into the map's nav maps. A trigger_teleport is used to transport survivors to that checkpoint after they all reach the helicopter (removed the output that kills survivors to allow for this), and a trigger_hurt to clear the deck of any incapped humans left behind (you can't load the next chapter if somebody's incapped).