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disappearing models

 
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something



Joined: 20 Apr 2010
Posts: 17
Location: Melbourne,Au

PostPosted: Fri Apr 30, 2010 7:48 am    Post subject: disappearing models Reply with quote

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

PostPosted: Fri Apr 30, 2010 12:08 pm    Post subject: Reply with quote

pics are too tiny, try imageshack or photobucket
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something



Joined: 20 Apr 2010
Posts: 17
Location: Melbourne,Au

PostPosted: Sun May 09, 2010 5:23 am    Post subject: Reply with quote

heres a video of the problem should show you what i mean.
engine is darkplaces

http://rapidshare.com/files/385167560/disappery.avi.html

x264 avi format
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frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Sun May 09, 2010 2:35 pm    Post subject: Reply with quote

Interesting. I'd say it's a DP bug.
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Teiman



Joined: 03 Jun 2007
Posts: 309

PostPosted: Sun May 09, 2010 10:16 pm    Post subject: Reply with quote

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

PostPosted: Sun May 09, 2010 11:03 pm    Post subject: Reply with quote

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

PostPosted: Tue May 11, 2010 1:59 am    Post subject: Reply with quote

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
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something



Joined: 20 Apr 2010
Posts: 17
Location: Melbourne,Au

PostPosted: Wed May 12, 2010 6:32 am    Post subject: Reply with quote

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

PostPosted: Wed May 12, 2010 12:10 pm    Post subject: Reply with quote

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.
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mh



Joined: 12 Jan 2008
Posts: 909

PostPosted: Wed May 12, 2010 5:32 pm    Post subject: Reply with quote

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).
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