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3 Dimensional Chat / helmet + head problem

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eek
19
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Joined: 26th Dec 2004
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Posted: 29th Oct 2006 08:59
Hiya,

I've got a problem with a model. This is a model of a man and he is wearing a helmet. I've modelled part of the head in case there is an angle looking up into the helmet, and then also most of the helmet. When brought into DBC, the model looks fine until you start walking away. I'm guessing that DB is culling part of the helmet as you walk away or something, not really sure.

Here's what it looks like:



Help with either fixing the model or if there is a code fix would be great. Thanks!
poke a fish
18
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Joined: 8th Feb 2006
Location: Utah
Posted: 29th Oct 2006 08:28 Edited at: 29th Oct 2006 08:28
Are the Skin polys and helmet polys right on top of each other cuz that could explain it. If so just move the skin in just a little bit so they don't overlap. If thats not the problem then i don't know, but thats what it looks like to me.

Edit: What the heck, my post is on top of yours...?

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Oddmind
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Location: Atlanta, Georgia
Posted: 29th Oct 2006 19:48
uhh make the helmet bigger.

formerly KrazyJimmy

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eek
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Posted: 29th Oct 2006 19:53 Edited at: 30th Oct 2006 01:26
Quote: "Edit: What the heck, my post is on top of yours...?"


That is weird...

Anyways, the top of the head is inside the helmet. When you are close to the man it doesn't have any problems, like this:



So that's why I figured it was something with culling or some other problem. Thanks for the input, still not really sure of the problem though.

Edit:
Quote: "uhh make the helmet bigger."


Sorry not sure when you posted oddmind. Like I said in the first post and clarified in this one, it looks fine from up close, the head does not go through the helmet. It only shows through when you walk away from it, which is why I think it's some kind of culling problem or something. Any other ideas?
poke a fish
18
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Location: Utah
Posted: 30th Oct 2006 04:27
does the helmet have any thickness to it?

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Oddmind
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Posted: 30th Oct 2006 04:57
its probably a wierd normal flipped some odd way.

I was unjustfully noob slapped for a very long period of time, that is now affecting my ability to communicate with people like yourself who would like answers.

Some people have power issues they have to sort out on the internet, because real life doesnt give them control over things they would like to have control over.

Sorry for the rant but just expect to have to wait a while ebfore my posts show up.

formerly KrazyJimmy

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eek
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Posted: 30th Oct 2006 05:01 Edited at: 30th Oct 2006 05:39
Actually I don't think it does. I'll try it and post back. Hopefully that's the problem.

Edit: It doesn't seem to help. I made an inside of the helmet on half of it and it still had the same problem. Not quite sure what to do, maybe I'll have to cut the head down to where it attaches to the helmet.

Edit Edit: I'm really baffled at this point. If anyone would like the .ms3d file or a .x, I'd be glad to give it to you if you think you could help. I'm not sure how to get out of this. Thanks.
poke a fish
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Posted: 30th Oct 2006 06:15 Edited at: 30th Oct 2006 06:22
I could give it a try and see what happens and what it looks like in milkshape, also could you give me the code for the program to run it in darkBasic so i could look at that too. I hope i can help.

Edit: you can email it to me if you want at poke.a.fish@gmail.com

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SimSmall
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Location: United Kingdom
Posted: 30th Oct 2006 09:25 Edited at: 30th Oct 2006 09:27
Quote: "Edit: What the heck, my post is on top of yours...?"


judging by the post times, and that the server is 6 hours behind GMT, looks like you posted after the clocks went back, and eek posted before the clocks changed...

and, if your guy is wearing a helmet, can you see his head through it? if not, there's not much point in the head being there...
Julius Caesar
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Posted: 30th Oct 2006 17:00
r u planning on ever taking the helmet off? If not, you could just weld the head to the bottom of the helmet and delete the extra faces.

I came, I saw, I conquered. The die is cast. It is not these well-fed long haired men that I fear, but the pale and the hungry looking. Et tu, Brute?
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eek
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Posted: 31st Oct 2006 00:33 Edited at: 3rd Nov 2006 03:06
Quote: "
Sorry for the rant but just expect to have to wait a while ebfore my posts show up."


Didn't even see that post for a while. It's fine, thanks for the help anyways. If it is a normal flipped the wrong way, how would I go about fixing this? I'm not quite sure what the term normal refers to, but if it is the black backside of faces that you usually can't see, then I doubt it. First of all that part of the helmet is modelled and I also have culling set off so it shows the invisible faces. If that's not what a normal is, then an explanation would be super fantastic, if you'd like.

Quote: "could give it a try and see what happens and what it looks like in milkshape, also could you give me the code for the program to run it in darkBasic"


Thanks. I'll actually attach a .zip file here, incase anyone else wants to take a look. Hopefully no one will misuse the model, although I doubt anyone would want to . Anyways, in the folder is the .x, the .ms3d, an example program you can compile (main.dba, for DBC), and also an exe if you can't/don't want to compile it.

Quote: "and, if your guy is wearing a helmet, can you see his head through it? if not, there's not much point in the head being there..."


If you'll take a look at the above pictures, you'll see that you can see the head through the front. The front is the only portion of the head that is modelled, but it still creates the effect seen in the pictures.

Quote: "r u planning on ever taking the helmet off? If not, you could just weld the head to the bottom of the helmet and delete the extra faces."


I've tried welding the helmet to the head, but it still has the same effect for some reason at the seams and also some parts like the nose covering I can't weld or it will make the helmet part of is nose.
---------
Thanks for all the help.


Edit: I've sufficed for basically redoing the head and building it so it can attach to the helmet. I still don't know of a fix for the showing through of faces that are behind other faces. If you do, please send me an email! I've removed the attached model because the topic is basically dead. Thanks for the help everyone.
Oddmind
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Posted: 31st Oct 2006 00:33
send me one over, you might need to just make the helmet doublesided.

krazyjimmy at gmail dot com

formerly KrazyJimmy

Prayers for rain...
poke a fish
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Posted: 31st Oct 2006 01:48
I've looked at it but i can't seem to help fix the problem. But it most likely is a problem with the dark basic, because when i open it in a .x viewer it dosn't have that problem at all. except the model does seem to jump around wildly like it was animated that way. Well, I don't know how to fix this problem, there is probobly some code or somthing but I have no idea. I would say try making the helmet and the person a seperate object, but i don't think that will help.

BTW the model looks cool.

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eek
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Posted: 31st Oct 2006 05:23 Edited at: 1st Nov 2006 02:20
Quote: "send me one over, you might need to just make the helmet doublesided"


I see you posted exactly when I posted the attachment, but either way I sent the email with the same contents as the attachment. I tried making it double sided once, but it was very confusing and it didn't seem to help. :-\ My email is eholfelder@msn.com and the email has the subject helmet problem if you were wondering. Thanks for the help.

Edit: Sorry the email wouldn't send, I'm not sure why. If you're still interested, then you can still use the attachment on the above post. Thanks again.

@poke a fish
Thats what happens to me too. It looks fine until you move far away in dark basic. Not sure about the jumping around though, it hasn't been animated. Wouldn't wanna do that with a model that doesn't look right in game...Anyways thanks for the compliment and the help! I appreciate it.
Wiggett
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Posted: 5th Nov 2006 12:44
ok too many complex posts to see if the problem is solved, but her ei smy answer: when to plains are touchign each other they get a cross over effect where teh computer tries to render both of them, all you have to do is move one plain away from the other, as i think oddmind said earlier, just make the helmet a smidgeon bigger.

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eek
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Posted: 12th Nov 2006 21:46
Yes I took that into consideration, but the fact is the helmet is not touching the the face. No polys are on top of each other or even very close. Thanks for your help, but I don't think I'm going to be able to figure this out.
Xenocythe
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Posted: 12th Nov 2006 22:29
its most likely culling, try the "Set Object Culling" command


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