21-04-12, 21:49 | #11 |
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21-04-12, 23:03 | #12 |
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24-04-12, 16:34 | #13 |
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That would explain everything.
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26-04-12, 08:03 | #14 |
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I agree with Seth94's first idea. The texture disappears after the flipmap.
Before avalanche: After: Also notice how the drop-off at the opening disappears after the avalanche. I guess this shows part of where the avalanche ended up! You can jump up the hill now. Last edited by rr_carroll; 28-04-12 at 13:55. |
27-04-12, 16:21 | #15 |
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04-05-12, 07:45 | #16 |
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Its just where the designers have forgotten to texture a polygon. In TR4 it simply glitches and flickers between horizon and other rooms behind. In TR2-3 it copies the screen over and over like an old computer. And in TR1 it shows up black.
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10-05-12, 01:37 | #17 |
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Commonly known as the Hall-Of-Mirrors bug (Or HOM). They usually happen when the game is appenpting to render something that is "Outside" the game area, causing the corrupted surface to repeat the last known visible frame (Since it cannot render the outside "void")
It can happen usually when level designers forget to add textures to a surface or the geometry simply becomes corrupted. Last edited by grimreaper_358; 10-05-12 at 01:48. Reason: 150 posts in 7 YEARS. There should be an award for that. |
11-05-12, 23:43 | #18 |
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It has nothing to do with resolution
In Aldwhych (TR3) you can skip certain sections to go towards the end of the level, but if you do, then what happens above blocks the exit. It's because the room/texture isn't loaded properly because a certain trigger wasn't activated or maybe you skipped a cut-scene too fast and there were problems loading the next level's textures. |
12-05-12, 05:46 | #19 |
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^ Yup. In some games it a texturing/loading issue, in others it is a shaders related issue. It's just more obvious on higher resolutions
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12-05-12, 10:03 | #20 | |
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Quote:
http://www.tombraiderforums.com/showthread.php?t=110717 |
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