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Dark GDK / Gun Positioning error?

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chiekku
16
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Joined: 23rd Apr 2008
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Posted: 23rd Apr 2008 16:45
I'm having two problems with my program:

1. My gun model is having zbuffer issues or something; most of it gets cut off when it gets close to the camera, as you can see in the image below. I tried disabling zdepth and culling, but that had no effect (I'm rather clueless as to why this would happen)

2. Light seems to have no effect on my Geoscape mesh I loaded for the terrain. Tried adjusting ambient light, light mapping. Setting normalization on turned it completely white with no texture.




I looked around and searched but i couldn't find the answer for these problems, so I appologize if this is already out there. I appreciate any help.
jason p sage
17
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Joined: 10th Jun 2007
Location: Ellington, CT USA
Posted: 23rd Apr 2008 21:35
make the mesh emissive (in help under 3dobjects or basic3d or whatever its called)

until I can actually SEE more - I cant recommend anything. its quite dark.

monotonic
18
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Joined: 24th Mar 2006
Location: Nottinghamshire, England
Posted: 23rd Apr 2008 21:40
You need to lower the cameras near clipping range i.e.
set camera range 0, 0.1, 1000.0

As for the terrain lighting, have the normals been set correctly? That is all I can think of now.

Microsoft Windows = BSOD
Microsoft XBOX 360 = RROD
chiekku
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Posted: 23rd Apr 2008 21:54
Camera range is 0 to 10000, i also tried .01 to 10000 but it didn't change anything

And when i tried to set normalization on, everything goes white. So either it's dark like you see of really really really....really white. I'll get some more screens and post them soon.
chiekku
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Posted: 24th Apr 2008 12:09
When i exported the terrain, i didn't check "include nomrals" *headdesk*

Problems fixed; please close this topic
monotonic
18
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Joined: 24th Mar 2006
Location: Nottinghamshire, England
Posted: 24th Apr 2008 12:18
You cannot set the camera near range to 0.0 or even a very small number I tend to use a minimum of 0.1.


From the help docs:
Quote: "SET CAMERA RANGE

This command will set the viewing range of the camera. The Front Value specifies the closest point beyond which the camera starts
to draw the 3D scene. The Back Value specifies the furthest point beyond which the camera stops drawing the 3D scene. The
parameters must be specified using real numbers greater than zero. The default range starts drawing the 3D scene with a front value
of 1 and a back value of 3000. "


Microsoft Windows = BSOD
Microsoft XBOX 360 = RROD
jason p sage
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Location: Ellington, CT USA
Posted: 24th Apr 2008 22:41
I THINK the camera near and far are all relative .. like 0.1 to 100000 is crazy... but... 0.01 to 100 is fine.

monotonic
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Location: Nottinghamshire, England
Posted: 24th Apr 2008 22:46
Really?

When ever I use near values that small I get all kinds of issues, maybe my video card dunno.

I use 1.0 unit = 1 metre, so 0.1 = 10cm this seems to work quite nice and the far value 1000.0 (one too many zeros in my previous post) which is 1km.

Microsoft Windows = BSOD
Microsoft XBOX 360 = RROD
chiekku
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Posted: 25th Apr 2008 09:01
Yeah, my terrain is 4000 x 4000, so a camera range of 0.1 to 100 would not show me much
jason p sage
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Location: Ellington, CT USA
Posted: 25th Apr 2008 13:36
I WANTED to use 1 = 1 Meter. I was told it looks better for stock dark physics gravity but I was getting zfighting with my water. So Now I'm... I think 0.01 = 1 meter or something...

monotonic
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Location: Nottinghamshire, England
Posted: 25th Apr 2008 13:40
Quote: "but I was getting zfighting with my water"


Yeah me too, but it only occurred when the plain was quite large. I don't know if subdividing the plain would work, or maybe using several tiled plains.

Microsoft Windows = BSOD
Microsoft XBOX 360 = RROD
jason p sage
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Location: Ellington, CT USA
Posted: 25th Apr 2008 20:31
I thought of that too.. but then I was faced with trying to manage a bunch of water tiles, and my initial tests weren't promising enough. I even tried cutting my plain with alpha channel to make a "customfit waterline.. to hard to get 100%.

Since I switched to a smaller "world".. the only thing that was a little rough was sparky raycast seemed less smooth than it was in bigger scale.. but I'm not sure why and even IF it will be a problem as I'm using DarkPhysics now.

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