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DarkBASIC Professional Discussion / seams showing in level

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Mychal B
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Posted: 19th May 2011 22:35
I wasn't sure to post this in this forum or the 3dws because I'm not sure where the problem is occuring.

Everywhere that a object splits into another object the seam shows as a white line. Iv'e been trying to figure out how to fix this...
Quel
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Posted: 20th May 2011 08:25
Seem to me that the polygons/vertices are somehow not welded. Look at the geometry or exporting options in your 3d modeler closely and you may find the solution.

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baxslash
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Posted: 20th May 2011 10:34
You could try making sure your backdrop is either black or turned off(only turn it off if you are using a skybox or the level is completely enclosed though otherwise you'll get a 'snail trails' effect). Perhaps it will help.

I never had this issue with 3DWS using the default settings for export as far as I can remember...

Chris Ritchie
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Posted: 20th May 2011 12:22
I would agree with Quel on this one looks like your seams are not welded so DB is lighting those faces that are slightly visible.


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Mychal B
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Posted: 20th May 2011 20:18
How would I go about welding them?
tiresius
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Posted: 20th May 2011 21:22
It's in the modeller. In Milkshape3D I believe it is selecting several vertices and doing a CTRL-W. I don't know about any others, but every one should be able to weld vertices.


A 3D marble platformer using Newton physics.
Mychal B
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Posted: 21st May 2011 07:13
I haven't seen anything like that in 3dws
Quel
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Posted: 21st May 2011 09:54
This is one of the most basic tools in ANY modeler. There is no serious work without it. Maybe it is just named differently.

-In.Dev.X: A unique heavy story based shoot'em ~25%
-CoreFleet: An underground commander unit based RTS ~15%
-TailsVSEggman: An Sonic themed RTS under development for idea presentation to Sega ~15%
Mychal B
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Posted: 21st May 2011 11:24
would grouping be considered welding?
IanM
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Posted: 21st May 2011 14:13
No, they are different things.

The problem may not be with 3DWS or DBPro, but in how you created the models.

If you created your model by laying out lots of different blocks for floors and walls etc, then you could have the problem you are talking about. However, if you use the CSG tools in 3DWS (ie, laying out one big block and cutting away at it, or combining blocks), then you won't have this problem.

I haven't used 3DWS for quite some time, so I can't help much more.

Quel
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Posted: 21st May 2011 15:41
Did you use boolean tool to make those shapes? Because that tend to screw up geometry.

-In.Dev.X: A unique heavy story based shoot'em ~25%
-CoreFleet: An underground commander unit based RTS ~15%
-TailsVSEggman: An Sonic themed RTS under development for idea presentation to Sega ~15%
Mychal B
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Posted: 21st May 2011 20:03
In 3dws all you do is select what kind of shape and then drag it out on a graphed view. So I don't think I used that kind of tool.
IanM
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Posted: 21st May 2011 20:47 Edited at: 21st May 2011 20:56
Sure, but you can use that to sculpt rooms.

For example, create a box larger than the room required, then create a room the same size as the inside of the room. Position the second box inside the first, then click the 'subtract' CSG tool, and finally, delete the second box - you then have a seamless room inside the first box.

[edit] It's called 'carve' in 3DWS.

If you take a look at this Dark Principles video @ approx 6:30, you'll see Daniel carve out a picture frame.

Wyldhunt
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Posted: 21st May 2011 21:22 Edited at: 21st May 2011 21:25
Here:
This tut was written with UDK in mind, but the technique applies to nearly every 3d game engine.
This was written a few years ago, so it probably uses an older version of 3DS Max. It should get you close though.
http://udkc.info/index.php?title=Tutorials:3Ds_Max_-_Fixing_z-fighting_(vertex_welding_tutorial)
Mychal B
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Posted: 21st May 2011 22:42 Edited at: 21st May 2011 22:44
I see.... finding this out a little bit late. I've been working on this level for a few months... dang. It seems to me that making levels this way could be considerably harder. I guess I'll have to give it a try.

I knew about carving and whatnot, but I didn't know that it would make a difference in the seems. Would the carving the room be the same as using the hollow tool?
IanM
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Posted: 21st May 2011 22:57 Edited at: 21st May 2011 22:58
Another option could be to extend certain items within 3DWS to very slightly overlap, but you have to take care with that because overlapping textures can cause visual issues.

However, extending a wall below floor level instead of its base being at floor level is a very simple way of fixing some problems.

[EDIT] And yes, you could use the hollow tool instead of the method I described to hollow out the room too, but you'd still need to carve holes for doorways etc.

Mychal B
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Posted: 22nd May 2011 00:27
I always made sure not to overlap things because of the fuzzy effects that it gave. How would I go about overlapping without this happening
Mychal B
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Posted: 23rd May 2011 01:23
HOORRAYYY!!! I made the seams dissapear by increasing the first value of set camera range. Now the only problem is that it hides all of my weapons. If I increase the z position it gives me what I have in the picture attatched.

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