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DarkBASIC Professional Discussion / objects half gone???

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CocaCola
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Posted: 29th Aug 2010 04:04 Edited at: 29th Aug 2010 05:00
(I'm using dark physics but i dont believe that is the problem)
this one is bugging me ALOT
I load a map (map one is working fine, map 2 has the problem), fully made in blender, just one object, and export it as .x, put it in the directory, and about half of it doesn`t load, just turns white and theres no collision with that part (I tried re-exporting, making a new map, tripling up on the places that are turning white and nothing!)!! Please help, does anyone know whats going on? My code:




Please... if you NEED the application + .x files of the maps I will provide later.

I want coke, not Pepsi!
Mugen Wizardry
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Posted: 29th Aug 2010 04:06
u need collision

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CocaCola
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Posted: 29th Aug 2010 05:01
Quote: "u need collision"

edited post above. I have collision.

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BMacZero
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Posted: 29th Aug 2010 05:06
Does the object appear correctly if you simply load it in a new project with none of the physics/etc stuff?


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CocaCola
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Posted: 29th Aug 2010 05:10 Edited at: 29th Aug 2010 05:21
Quote: "Does the object appear correctly if you simply load it in a new project with none of the physics/etc stuff?"

testing, will get back to you.
EDIT: it still the same, look:



where the arrow is is supposed to be a ramp and I used a very simple make camera, make light, load object then just move camera code.

Dark game studio bonanza
DBpro 7.4/7.5

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BMacZero
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Posted: 29th Aug 2010 05:53
It has to be a problem with your model, or at least how DB interacts with it. We're probably going to need to look at the object. If I had to guess I'd say the normals may be reversed on that part of the model.

You said that those bits turn white when set up in your application with physics, but disappear completely when the model is just loaded by itself?


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CocaCola
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Posted: 29th Aug 2010 06:01 Edited at: 29th Aug 2010 18:07
I'm on my touch so sorry if I have any spelling mistakes. No the object is partly disappeared with no collision With the part that disappeared all the time. In both scenarios with or without physics.





Edit: i attached the map2.blend file.

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CocaCola
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Posted: 29th Aug 2010 18:06
Ok heres the map2.x file

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BMacZero
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Posted: 29th Aug 2010 18:48
I was right - the normals are reversed on that part of the model. Run this code and look at the underside of the object - you'll see the "missing" ramp:



The map should show correctly if you use SET OBJECT CULL to disable culling, but the collision still may not work. You should see if you can fix it in Blender and re-export the model. In Edit mode there's a button in the second panel from the right that says "Draw Normals". If you press that, you want all the turquoise lines to be pointing up out of the model (they point in the direction the face will show).

You can fix the ones that don't point the right way by selecting them and using Wkey -> Flip Normals.


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CocaCola
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Posted: 29th Aug 2010 19:42
if I added another axis, because right now there just a plane, if I used A CUBE to make this map would have it done that?

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BMacZero
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Posted: 29th Aug 2010 19:58
No, it would have been visible from all directions regardless.


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Madscientist
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Posted: 29th Aug 2010 20:16 Edited at: 29th Aug 2010 20:16
To make the normals the right side up, select your level, go into edit mode, select all of the faces and hit ctrl-n, then hit ctrl-shift-n. Export it.

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BMacZero
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Posted: 29th Aug 2010 20:18
Quote: "To make the normals the right side up, select your level, go into edit mode, select all of the faces and hit ctrl-n, then hit ctrl-shift-n. Export it."

Unfortunately won't work for this map because it isn't solid - it's just a bunch of faces all facing the same direction.


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CocaCola
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Posted: 29th Aug 2010 21:00
It's OK I can extrude the map a bit so it is visible from all directions.

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Madscientist
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Posted: 30th Aug 2010 03:15
Quote: "Unfortunately won't work for this map because it isn't solid - it's just a bunch of faces all facing the same direction."

Then that's one weird map.

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Neuro Fuzzy
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Posted: 30th Aug 2010 10:22 Edited at: 30th Aug 2010 10:24
Quote: "Unfortunately won't work for this map because it isn't solid - it's just a bunch of faces all facing the same direction."


It still can be used to calculate one direction or another, even though "inside" and "outside" are arbitrary.

Quote: "Quote: "Unfortunately won't work for this map because it isn't solid - it's just a bunch of faces all facing the same direction."
Then that's one weird map"

all he means is that it's a plane. Planes do not have volume, IE it is not a solid.

[edit]

also, it looks like your map dips down a bit. You might want to extrude your map a bit anyways (anyone looking at the bottom of your course would see nothing.

Green Gandalf
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Posted: 30th Aug 2010 14:20
Quote: "all he means is that it's a plane."


That might be what he meant, but the object certainly isn't a plane and also the faces don't face the same direction. This is all quite clear if you look at the x file contents using NotePad, WordPad, etc.
BMacZero
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Posted: 30th Aug 2010 16:49 Edited at: 30th Aug 2010 16:50
All I meant is that the object only has faces that face up (okay, give or take 30 degrees). It isn't solid, therefore Blender's function to autocalculate normals probably won't know which direction to point them.

Extruding the map would solve the problem and is probably a good idea.


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Green Gandalf
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Posted: 30th Aug 2010 21:52
Would it? Some of the faces are facing the wrong way which is why they couldn't be seen.
BMacZero
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Posted: 30th Aug 2010 22:09
I think we're really agreeing here, we're just not communicating very well


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Green Gandalf
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Posted: 30th Aug 2010 23:36
I'm sure we are not alone.

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