Hello all, I posted this in another conkers thread yesterday, but I don't know if anybody looked at it because the thread was essentially a different problem.
When I'm playing Conker's Bad Fur Day, and the camera get's too close to a texture, the texture dissapeers and I can see right through to the ground.
I have tried messing around with most of the setting in the video plugin (Default one that comes with 1.4), including force Depth Compare and it doesn't seem to help at all. I tried chaning resolutions, color depths, AA options, Frame Buffer.
I'm about to try the Z-buffer occulling option (this makes it so stuff doesn't get rendered if it can't be seen.. this sorta makes sense but I doubt it will help)
Here is a screenshot, this happens pretty much everywhere in the game, and it's very hard to ignore.
Edit: I guess I should post my system specs.
Athlon XP 1700+
512 ram
Geforce 2 GTS (detonator 29.42 drivers)
Windows XP Pro
Edit 2: Searching around the message board I see this is a pretty common problem, and one user states it's a limitation of direct3d.. If anybody can verify this just go ahead and say, yeah it's broke in direct3d so i can stop looking for a fix
When I'm playing Conker's Bad Fur Day, and the camera get's too close to a texture, the texture dissapeers and I can see right through to the ground.
I have tried messing around with most of the setting in the video plugin (Default one that comes with 1.4), including force Depth Compare and it doesn't seem to help at all. I tried chaning resolutions, color depths, AA options, Frame Buffer.
I'm about to try the Z-buffer occulling option (this makes it so stuff doesn't get rendered if it can't be seen.. this sorta makes sense but I doubt it will help)
Here is a screenshot, this happens pretty much everywhere in the game, and it's very hard to ignore.
Edit: I guess I should post my system specs.
Athlon XP 1700+
512 ram
Geforce 2 GTS (detonator 29.42 drivers)
Windows XP Pro
Edit 2: Searching around the message board I see this is a pretty common problem, and one user states it's a limitation of direct3d.. If anybody can verify this just go ahead and say, yeah it's broke in direct3d so i can stop looking for a fix
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