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something
Joined: 20 Apr 2010 Posts: 17 Location: Melbourne,Au
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Posted: Fri Apr 30, 2010 7:48 am Post subject: disappearing models |
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i have created some entities for use as environment decoration.
that seem to disappear when at the edges of the screen or when viewed from certain angles/positions.
below is a screenshot showing what it should look like.
and a few steps forward and it disappears.
**the red is the entity bbox
i am using darkplaces
i thought i had fixed it. but the problem has come up again.
has anybody experienced this. |
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Posted: Fri Apr 30, 2010 12:08 pm Post subject: |
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pics are too tiny, try imageshack or photobucket _________________ QuakeDB - Quake ModDB Group |
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something
Joined: 20 Apr 2010 Posts: 17 Location: Melbourne,Au
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Teiman
Joined: 03 Jun 2007 Posts: 309
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Posted: Sun May 09, 2010 10:16 pm Post subject: |
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Maybe (this mean I don't have idea):
The engine calculate that the object is not visible, so is not send to the clientside.
So you either break it in different parts, make it a bsp, or force it to be visible everywhere, or stuff like that. |
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something
Joined: 20 Apr 2010 Posts: 17 Location: Melbourne,Au
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Posted: Sun May 09, 2010 11:03 pm Post subject: |
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it has happened to a couple of models.
the boat did have it happen when i first created it. but i dont know what i did to fix it. and at one point the 'dock'/'pier' did not have it happen. and then after a seamingly minimal change and another export it happened again. so now i dont know what the conditions are that cause it. but i had a feeling that it had something to do with normals. but after going over the entire model i couldnt find any problems this time around.
ill try using the latest autobuild of dp. and see how it goes. |
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st3ady
Joined: 14 May 2008 Posts: 18 Location: Baltimore, MD
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Posted: Tue May 11, 2010 1:59 am Post subject: |
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i haven't inspected the pics or the video but it could be that there are 2 or more triangles in the model that are in the same locations, which can cause wierd things to happen. Be sure to inspect the model in a modeling program like max and make sure there arent multiple vertices and faces overlapping. If it is brush work, then check in the mapping program.
good luck _________________ poop stains |
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something
Joined: 20 Apr 2010 Posts: 17 Location: Melbourne,Au
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Posted: Wed May 12, 2010 6:32 am Post subject: |
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still cant seem to work it out. i couldnt find any overlapping tris. but i did have a couple of oddities when i created it..
im using blender. and have moved away from max but ill check it out in it.
has anyone 'anywhere' experienced this? it seems a bit strange since its a fairly simple object. im going with the idea that overlapping or strange geometry is causing it like st3ady suggested |
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Wed May 12, 2010 12:10 pm Post subject: |
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AFAIK bad model geometry wold result in tris flickering/disappearing, not the whole model. Looks like the engine sometimes miscalculates the entity size and then remove it from the PVS. _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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mh

Joined: 12 Jan 2008 Posts: 909
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Posted: Wed May 12, 2010 5:32 pm Post subject: |
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As a test you could try loading the map in a different engine and see if the problem occurs there. DirectQ has a handy sv_novis cvar which you can set to 1 to cause the server to send all entities to the client irrespective of whether they're in the PVS. Run it as a listen server and connect a DP client and you should then get a very good feel for whether the problem is a client-side or server-side one, as well as whether it's a DP bug or a model bug (or even an inherited GLQuake bug, although I would doubt that with DP as it's code is so different). _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
MHQuake Blog (General)
Direct3D 8 Quake Engines |
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