Residual Overlay Problem

taledentaleden Join Date: 2003-04-06 Member: 15252Members, Constellation
Is there any way to alleviate the residual-image problem when viewing overlays at close range? I'm working on a computer panel (image attached) with overlays: viewed straight on, it looks great, but if you walk up next to it and look at it from an angle, it looks pretty bad, because you can still see the original textures behind the overlay, which creates this weird double-image effect. I'm using rendermode Additive, amount 255 on the overlay entity.

Is there any way to avoid this? Or are overlays just best used in places where the player can't get close enough to notice that? I could theoretically just chop up the display and make a sort of inlay-overlay, but that would be worse for polys, and this is a hive room with a fair amount of detail already.

Any ideas from the vets?

Comments

  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    I never considered this a problem tbh, but it might help if you used a background texture which has the glowing panels blacked out.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    Make them one unit thick, those look like 4 units thick or something.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    Naw, it looks fine...

    Sort of gives a "hologram" and "glow" sort of effect to the screen. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    There's no real way to fix that other than to make sure that it's a 1 unit thick brush, so that you can only see it if you get right up onto the wall, and most people will be too busy running around shooting things to care all that much.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Any ideas from the vets?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I take it by that you mean mapping veteran, right? Because being an NS clan vet doesn't really make you a mapping guru, heh.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Why stop at 1 unit? make it as close as you can get it.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin-Plaguebearer+Mar 21 2004, 04:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Plaguebearer @ Mar 21 2004, 04:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why stop at 1 unit? make it as close as you can get it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    1 unit is the smallest possible, remember? Unless you mean snapping off the grid, but bad things happen when you do that.
    Really, 1 unit is close enough for it to look perfectly convincing.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    I use smaller than 1 unit grid all the time, and have no problems derive from it. I agree, it's overkill for overlays, but I'm pointing out that "as close as you want it" is as good an answer as '1 unit' <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • Black_CatBlack_Cat Join Date: 2003-02-25 Member: 13974Members
    edited March 2004
    If you put a border around it you wont be able to see the edge you know
    there for fixing your problim.
    well some of it at least
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    i heard you can put the overlay on the inside edge of the brush..

    haven't tried it though.
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