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Bug Reports / Object bounds still not working in 5.9 b3

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Zealous
19
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Joined: 13th Sep 2004
Location: Colorado Springs
Posted: 1st Dec 2005 01:22
I dont know if this is a problem with the vertex manipulation commands or the new calculate object bounds command. In short, run my program and notice how when you deform the verts, if you look up at the very top of the mesh, the camera will clip the entire object even when some part of it is still in view. As if the new object bounds arent being updated.

Ontop of all that the bounding box isnt updating for the 'show object bounds' command.

All you need is zeal

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Zealous
19
Years of Service
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Joined: 13th Sep 2004
Location: Colorado Springs
Posted: 1st Dec 2005 23:32 Edited at: 1st Dec 2005 23:34
Anyone been able to test the code yet?

PS - This command runs UNGODLY slow when working on a object with multiple limbs. Is there anyway to speed it up? Could we please get a command that lets US specify the size of the bounding box? I could tell you what the bounding box should be for one of my terrain chunks in no time, but it takes dbpro over TEN THOUSANDTHS of a second to calculate just ONE of my terrian chunks (ehe I feel silly complaining about thousandths of a second, but thats very slow)!

All you need is zeal
re faze
19
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Joined: 24th Sep 2004
Location: The shores of hell.
Posted: 2nd Dec 2005 14:47
yeah, and ng 2.03 fails horribly when using darkmatter1 models as they must be scaled before use, and the object sizes are wrong by default,and when i use calculate object bounds, it seems to make the object bounds the size of the model when it was loaded.

re faze
19
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Joined: 24th Sep 2004
Location: The shores of hell.
Posted: 4th Dec 2005 03:23 Edited at: 21st Dec 2005 00:33
**BUMP** this is a serious problem as ngc does not work with my models now!!!!!! Object size should return the size of the object at frame 0 ,a nd even with animation data, the model hasnt changed that much I mean cmon! those results are rediculous, in addition i tried making a box using the dimensions of the object after calculating object bounds, but i position my camera relative to the size of the target to allow flexible object sizes, and the camera is waaaaayyyy above the player, and there's no reason for that. as for now im forced to use 5.8, so please tgc revert object size for u6 or add new commands that are the equivalent of the previous versions of the language to fix this problem.

Zealous
19
Years of Service
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Joined: 13th Sep 2004
Location: Colorado Springs
Posted: 5th Dec 2005 08:42 Edited at: 5th Dec 2005 08:42
I also have to request a way for US to set the dimensions of the bounding box. If you have a mesh of any size (or a object with many limbs) the current calculate object bounds command is slow as crap.

All you need is zeal
re faze
19
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Joined: 24th Sep 2004
Location: The shores of hell.
Posted: 6th Dec 2005 03:09 Edited at: 17th Dec 2005 17:58
can we just have a [confirmed] tag already?

any chance this can get fixed for u6?

re faze
19
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Joined: 24th Sep 2004
Location: The shores of hell.
Posted: 17th Dec 2005 20:59 Edited at: 21st Dec 2005 00:33
look will you?!
before:

after:



[edit]
here is some code


re faze
19
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Joined: 24th Sep 2004
Location: The shores of hell.
Posted: 27th Dec 2005 01:16
what else do i need, a letter from God saying that this is indeed a bug?

Zealous
19
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Joined: 13th Sep 2004
Location: Colorado Springs
Posted: 28th Dec 2005 03:35
They only let Mike out of the basement like a couple times a year. With U6 coming up soon (..ehe) he should show up and start kicking the crap out of all these bugs.

All you need is zeal
Zeal
21
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Joined: 10th Oct 2002
Location: Colorado Springs, CO
Posted: 9th Feb 2006 06:14
Confirmation time.

All you need is zeal
re faze
19
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Joined: 24th Sep 2004
Location: The shores of hell.
Posted: 10th Feb 2006 00:00
Miguel Melo
18
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Joined: 8th Aug 2005
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Posted: 10th Feb 2006 14:55
Quote: "fixed."


How so, re faze? Know anything we don't?
re faze
19
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Joined: 24th Sep 2004
Location: The shores of hell.
Posted: 10th Feb 2006 15:58 Edited at: 10th Feb 2006 15:59
Quote: "How so, re faze? Know anything we don't?"

yeah this
http://forum.thegamecreators.com/?m=forum_view&t=62456&b=15

Lost in Thought
20
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 20th Feb 2006 11:47
Just because the size is now fixed doesn't mean the collision bounds are properly fixed though I hope so.

LeeBamber
TGC Lead Developer
24
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Joined: 21st Jan 2000
Location: England
Posted: 20th Mar 2006 13:35
This was fixed by U6 beta4.

"Small, smart, and running around the legs of dinosaurs to find enough food to survive, bedroom programmers aren't extinct after all "

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