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Re: Still having a goofy clipping problem with A7 Pro
[Re: Sekse]
#371537
05/22/11 11:04
05/22/11 11:04
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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EDIT: Maybe, the others are right, and I simply didn't had such situation for a too long time to give a valuable suggestion ------- The entities are simply rendered depending the position of their _origin_.
I guess the ring's origin is in front of that of the planet and behind the origin of the moon.
The solution for the issue of the ring depends on its purpose.
If it belongs always to the planet and it doesn't rotate independently against the planet than merge both models in MED.
If it is bound to the planet but rotates independently then add bones for animating the ring with one of the bones instructions.
If it is sort of independently relating the planet then I would seperate the ring into at least 4 pieces that I place with the vec instructions.
ENTITY* planet ENTITY* ring1 ENTITY* ring2 ENTITY* ring3 ENTITY* ring4
VECTOR temp;
vec_set(temp, planet.pan);//copy the angle of the planet to use it to place the ring parts around it temp.x += 0;//add an angle(don't be irritated by x instead of pan); 0 for ring1, 90 for ring2, 180 for ring3, 270 for ring3 vec_for_ang(temp, temp);//translate the angle to a vector vec_scale(temp, dist to planet);//multiply by the dist to the planet, you have to figure out the distance to connect the parts seamlessly vec_add(temp, planet.x);//add this vector to the position of the planet vec_set(ring1, temp);//hand over the position to the related part of the rings
Disclaimer: I didn't test it, test and compare each part of the code with the explanations of the manual on your own to assure that it works the way it should. This is just to give you an idea.
Last edited by Pappenheimer; 05/22/11 11:07.
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Re: Still having a goofy clipping problem with A7 Pro
[Re: Superku]
#371563
05/22/11 16:22
05/22/11 16:22
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Joined: Oct 2009
Posts: 7
Sekse
OP
Newbie
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OP
Newbie
Joined: Oct 2009
Posts: 7
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The problem is probably 32bit textures. Open your big planet in MED, go to Skin Settings and change to 24bit under Texture Format. Alternatively, you could use a material with the PASS_SOLID flag set. Holy cow, you guys were right! Set the textures to 24-bit and it was fixed. Something so simple all along afterall. Thanks guys!
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