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FPSC Classic Product Chat / Entities draw distance?

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TIMON
14
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Joined: 28th Aug 2011
Location: France
Posted: 22nd Jun 2012 01:43
Hello

I have a problem, whenever I place small/medium static entities they don't appear only if the player is so close and this is horrible and ugly to play levels like that, I want them to be visible from far distance, how to do that?

Thanks
Ross tra damus
3D Media Maker
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Location: Looking to Escape London
Posted: 22nd Jun 2012 03:06
Check the 'FPE' files and make sure the 'Spawndelay' is set to '0' or leave it blank.
TriSpefear Studios
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Location: Dallas, Texas, USA
Posted: 22nd Jun 2012 03:06
that's the new culling i think?

"Everyone may doubt me, but your just giving me more of a reason to continue on..."
TIMON
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Posted: 22nd Jun 2012 11:22 Edited at: 22nd Jun 2012 11:22
Quote: "Check the 'FPE' files and make sure the 'Spawndelay' is set to '0' or leave it blank. "


The spawndelay is always set to 0, please I want a solution, what is this called "culling"??? I just want to see my entities far enough otherwise this is very ugly, test and see by yourself
maho76
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Location: universe-hub, playing the flute
Posted: 22nd Jun 2012 11:34
copy appear1.fpi or appear2.fpi, insert

:state=0:cullmode=1,cullrange=500

500 cullrange means entity appears when you are 5 floorfields away (can be also 10 or 10000).
culling is the automated appearing/dissappearing depending on the distance of the player to save performance.

look into the script syntax list by ched80 or the descriptions in scene commanders v119 scriptpack for details and more options.

TIMON
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Location: France
Posted: 22nd Jun 2012 12:15
Quote: "copy appear1.fpi or appear2.fpi, insert

:state=0:cullmode=1,cullrange=500

500 cullrange means entity appears when you are 5 floorfields away (can be also 10 or 10000).
culling is the automated appearing/dissappearing depending on the distance of the player to save performance.

look into the script syntax list by ched80 or the descriptions in scene commanders v119 scriptpack for details and more options."


I will try this thanks
TGPEG
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Location: Bristol, United Kingdom
Posted: 22nd Jun 2012 15:31
That won't work. It's a static entity so it's not affected by any scripts.

It's to do with the culling, which means that entities disappear when they're 'out of frame'. Unfortunately it sometimes gets confused as FPSC regards the origin of the model as being the point of reference, so if the entity is sufficiently large that the camera can be pointing in one direction and the origin of the entity is out of frame, it will be culled causing it to disappear.

As far as solving the problem, the only way to do it without modifying the source code would be to split the entity into seperate parts and spread the origins so that at least some of it is always in frame. As far as doing that, you're going to have to get Milkshape out.
maho76
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Location: universe-hub, playing the flute
Posted: 22nd Jun 2012 15:58
thanks, TPEG, i didnt see the "static", and i think you didnt see the "small/medium...".

but normally cant be because all the statics are blended together in the universe.dbo as 1 object that loads completely when you start the level.
what you describe happens all the time with decals and particles, but i havent seen it on statics.

@timon:
are you sure on the statics, or do you mean immobile?
when you place the objects on the next ground using enter-button, it happens sometimes that they dissappear, depends on the center-point of the object. try to level the object slightly up.
maybe it helps.
also watch out that they dont reach out of the map, so leveling down an object on heightlevel 0 is not a good idea.

The Zombie Killer
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 22nd Jun 2012 16:29
If it's a dynamic, immobile object, you can add this to it's main script:



Doing this on tons of objects will reduce performance though, so, try this as well:



-TZK

TIMON
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Location: France
Posted: 22nd Jun 2012 17:24 Edited at: 22nd Jun 2012 17:31
@The Zombie Killer

So I can apply your second script only if the entity is dynamic AND immobile at the same time? or each case alone?

@maho76

Your method did not work for me so I used the script pack posted by the Scene Commander and yapi it works fine now. I mean the immobile objects (= static !!) the script line that you have to add to your appear script is:

:state=0:cullrange=500 (not like yours)

cheers
maho76
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Location: universe-hub, playing the flute
Posted: 22nd Jun 2012 17:40 Edited at: 22nd Jun 2012 17:41
ah mainscript, ok. my fault, sorry. just for your info: immobile is NOT static.

immobile object is still a nonstatic one (green glow in editor) wich can still run scripts, have an alphachannel etc., while a static object (red glow) becomes "part of the room" in buildgame wich reduces calculation significantly, but cant run any scripts any more (nor have a funktioning alpha). take a look in the manual.

but yeah, you are right, it cant move so its static.^^

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