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3 Dimensional Chat / see through model

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steve c
22
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Joined: 30th Jan 2004
Location: united kingdom
Posted: 8th May 2005 04:03
i have made a model in ms3d and its fine until i put it in my game then i use lock object on to keep it with the screen cause its an fps and its see through anyone got any remedies

current projects = codename : tasgarad
despite what it sais to the left joined 5 december 03
mm0zct
22
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Joined: 18th Nov 2003
Location: scotland-uk
Posted: 8th May 2005 04:47
what exactly do you mean see through?
if you mean yuo are inside the model looking out then try scaling up the object in the modeler and opsitioning it further away or changing the draw distances in dbp making it draw startign nearer.

http://www.larinar.tk
AMD athlon 64 3000+, 512mb ddr400, abit kv8, 160gb hdd, gigabit lan, ati radeon 9800se 128mb.
BiggAdd
Retired Moderator
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Posted: 8th May 2005 21:19
Do u mean u can see through some of the polygons? the problem u have there that ur polygons are facing in rather than out... if u know wat i mean!
G Man
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Posted: 16th May 2005 10:49
Hey Steve, I finally had a look at your model. Sorry it took so long! The normals on your model were really wierd!!! No I mean REALLY WIERD!!! Have a look at the attached image. The orange lines in the image represent the face's normals. In the top one (That's the fixed version I'll attach on the next post) You see how the normals radiate out from the center of each face (as they should) In the picture below, you see the normals as displayed on your version of your model. Do you notice how they radiate out from a point inside the trigger guard? That is really odd. I've never seen a model do that before! Oh well I was able to fix it be recalculating the normals and then saving the model.

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G Man
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Posted: 16th May 2005 10:49
Here is my fixed version of your model.

Intel Pentium 4, 3.4GHz, 1280MB RAM, NVidia Quadro FX3000/256MB, 240GB HD, XP Pro
steve c
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Joined: 30th Jan 2004
Location: united kingdom
Posted: 21st May 2005 06:28
okay, yea that is weird but then again i just from scratch i only did like one tutorial thanks gman.
sorry for the late post my computer had to be repaired cause my drive werent working stupid pc world they couldnt repair somthing ontime if they were..working err especially on time yea...yea that'll do

current projects = codename : tasgarad
despite what it sais to the left joined 5 december 03
steve c
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Posted: 21st May 2005 07:24
okay its still see through take a look maybe its somthing in db.

current projects = codename : tasgarad
despite what it sais to the left joined 5 december 03
mm0zct
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Joined: 18th Nov 2003
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Posted: 25th May 2005 01:28 Edited at: 25th May 2005 01:33
pistol isn't see through, the hand is just in front of it, if you have zdepth off on the hand make sure you have it off on the gun too:
disable object zdepth hand_obj_num
disable object zdepth gun_obj_num

http://www.larinar.tk
AMD athlon 64 3000+, 512mb ddr400, abit kv8, 160gb hdd, gigabit lan, ati radeon 9800se 128mb.
steve c
22
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Location: united kingdom
Posted: 2nd Jun 2005 01:49
the hand and the pistol are the same object i made them saved them both as pistol in milkshape and in milkshape they are in the right places and i tried disabling zdepth on it but it didnt work.

current projects = codename : tasgarad
despite what it sais to the left joined 5 december 03
steve c
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Posted: 2nd Jun 2005 02:17
oh and if i dont use lock object on its fine wich is weird i would just not use it but the gun wont follow the camera up and down and forward and back when not using lock object on.

so if you can help with making the gun follow the camera up and down + forward and back when i use position gun at camera position etc, that would be better because then i wont need lock object on thanks.

current projects = codename : tasgarad
despite what it sais to the left joined 5 december 03
Raven
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Joined: 23rd Mar 2005
Location: Hertfordshire, England
Posted: 2nd Jun 2005 03:02
It's a problem with Lock Object, it randomly flips the normals of limbs.

if i remember basically it does it every 2nd mesh

so doing something like:



or something like that.
dunno why it happens, just know it's affected DB/P since 1999

steve c
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Posted: 3rd Jun 2005 23:27
okay thanks for the help and everything but i dont know how to use that code or what it does could u explain it to me pls.
and do you know a way to keep it whith the camera whithout using lock object on because i found a way but it doesnt follow the camera up and down and when u move forward it appears behind you and vice versa, because that way is a lot better because when u turn it moves left and right just behind the camera and looks good.

current projects = codename : tasgarad
despite what it sais to the left joined 5 december 03
Raven
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Location: Hertfordshire, England
Posted: 4th Jun 2005 02:17
oh that code just goes through the model's limbs and turns them inside-out. they look normal again.

came up with the code working on Arena back in DB like 4years ago heh cause i didn't know of a way back then to do the FPS hand without locking.

You can do it quite easily, though you have to know your trig 'SohCahToa'

Basically you want to update the position & angle of your object based on the camera. I believe I wrote some ancient RTS Camera code for the snippets forum several years back when DBP was new; it shows you how to move the camera based on an 'orbit' routine.

Although at first it doesn't make sense how that'd be helpful, if you imagine that the orbit object is the camera; and the object you wish to react to the orbit is a close range object like your FPS hand; it becomes easier to do.

Of course you can always totally for-go the complex that would make it move like Half-Life's and go with something that works identical to locking.

Like say offsetting your object from the cameras base position; then just updating it as the camera is updated. voila

steve c
22
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Location: united kingdom
Posted: 4th Jun 2005 06:02 Edited at: 4th Jun 2005 06:03
okay i dont think that was meant to happen

current projects = codename : tasgarad
despite what it sais to the left joined 5 december 03

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