Walking issue. - by Kurhhan
LarryG on 18/3/2015 at 17:54
Have you tried blocking brushes? They can reorganize and simplify the cell divisions.
Kurhhan on 18/3/2015 at 17:57
Blocking brushes?
LarryG on 18/3/2015 at 18:14
Sorry "blockable" brushes. They are invisible brushes which can rearrange your cells and reduce automatically generated cell complexity. Put them where there is a nexus of cell mess. You'll have to experiment a bit to get the hang of using them. I've never seen instructions.
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Kurhhan on 18/3/2015 at 18:29
I checked "Death's Turbid Veil" by nicked and its the same in some places in open area. So i think this is very common in large more complex open area but rarely seen in normal fm playing with toggle light off and not crouching-walking exactly along invisible cell boundaries. Will try rearrange a bit more.
Kurhhan on 26/9/2015 at 11:41
1.23 explain about "small_portal_repel" :
Quote:
this reduces the safety distance margin between the player camera and portals during rendering. Maintaining
the safety margin is what can cause the small "jitter" that you can sometimes experience when crossing portals,
such as walking across a door opening (portals are however everywhere and not just doors). By enabling this
option, a smaller margin is used and the visible jitter is reduced or often eliminated.
Although no problems are expected, in the unforeseen event that you experience issues like the screen
flickering black when crossing portals, then disable this option again.
I tested, nearly all "jitter" are gone :thumb:
Hmm, but I pasted it manually to cam_ext.cfg, so people who don't do that, will still have a little "jitter" in my FM.
R Soul on 26/9/2015 at 18:15
You can include the file 'fm.cfg' with that config var set. I don't know if it'll work when using Darkloader, but it will work for FMSel.