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camera bug, overlapping objects on the Terrain (SOLVED) #425975
07/14/13 15:50
07/14/13 15:50
Joined: Nov 2007
Posts: 318
Brasil, Paraná
NeoNeper Offline OP
Senior Member
NeoNeper  Offline OP
Senior Member

Joined: Nov 2007
Posts: 318
Brasil, Paraná
Look - Image1


Image2 with BUG Models in Terrain.


Notice in the picture 2.
The models are superimposed on high terrain.
PS: I'm modifying the terrain mesh in real time. ent_setvertex(terrSelect,c,vertex_number);
'm Forgetting something when I modify the vertex of the terrain?

Last edited by NeoNeper; 07/14/13 21:19.

Please! Use easy words to be translated. because my English is not very good! Grateful.
_______________________________________________________
Re: camera bug, overlapping objects on the Terrain [Re: NeoNeper] #425981
07/14/13 17:32
07/14/13 17:32
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
Hi,
it is a material issue, nothing to do with vertex manipulation. You can try to set the PASS_SOLID flag to their materials.

Re: camera bug, overlapping objects on the Terrain [Re: txesmi] #425984
07/14/13 19:21
07/14/13 19:21
Joined: Nov 2007
Posts: 318
Brasil, Paraná
NeoNeper Offline OP
Senior Member
NeoNeper  Offline OP
Senior Member

Joined: Nov 2007
Posts: 318
Brasil, Paraná
Not working. I'm set in all material objects and also in the terrain material, but still does not work.


Last edited by NeoNeper; 07/14/13 19:25.

Please! Use easy words to be translated. because my English is not very good! Grateful.
_______________________________________________________
Re: camera bug, overlapping objects on the Terrain [Re: NeoNeper] #425985
07/14/13 19:28
07/14/13 19:28
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Check your terrain and your house skins in MED, see if they have a "material" in Skin Properties. If yes, remove it.

AFAIK PASS_SOLID only tells the engine to not sort the object by distance (and render it in the solid pass), this however does not mean that the entity automatically gets rendered without transparency when the material/ shader uses alphablending or something like that.
Thus you can try to write the following lines of code in the passes of your shaders (should you be using any):

ZWriteEnable = True;
AlphaBlendEnable = False;


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: camera bug, overlapping objects on the Terrain [Re: Superku] #425987
07/14/13 19:52
07/14/13 19:52
Joined: Nov 2007
Posts: 318
Brasil, Paraná
NeoNeper Offline OP
Senior Member
NeoNeper  Offline OP
Senior Member

Joined: Nov 2007
Posts: 318
Brasil, Paraná
Nothing!

Terrain HMP And IDEM for Models

Yes, i use Shader for terrain MultTexture.
REFRENCES
// [1] http://www.christian-behrenberg.com

in shader code have ZWriteEnable = True; and AlphaBlendEnable = False;
See:

Code:
...
// TECHNIQUE

	// SM 3: multitexturing and blinn normalmapping
	technique modeltex3nm
	{
		pass one
		{
			// is a solid surface
	      ZWriteEnable     = true;
	      AlphaBlendEnable = false;

			// render
			VertexShader = compile vs_3_0 VS_3();
			PixelShader  = compile ps_3_0 PS_3();
		}
	}

	// SM 2: multitexturing only
	technique modeltex3
	{
		pass one
		{
			// is a solid surface
	      ZWriteEnable     = true;
	      AlphaBlendEnable = false;

			// render
			VertexShader = compile vs_2_0 VS_2();
			PixelShader  = compile ps_2_0 PS_2();
		}
	}

	technique fallback
	{
		pass p
		{
		}
	}



And i Set Pass_solid in material.
Code:
...
		// shader singleton, establish effect code
		if (__mtl_modelTex3Nm == NULL)
		{
			__mtl_modelTex3Nm = mtl_create();
			__mtl_modelTex3Nm.flags |= PASS_SOLID;
			
			effect_load(__mtl_modelTex3Nm, FX_MODELTEX3NM_SHADER);
		}
...



But Not work T.T

Last edited by NeoNeper; 07/14/13 19:56.

Please! Use easy words to be translated. because my English is not very good! Grateful.
_______________________________________________________
Re: camera bug, overlapping objects on the Terrain [Re: NeoNeper] #425988
07/14/13 19:58
07/14/13 19:58
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
I assume your house models have a 32bit texture, if you don't need the alpha channel, save it as a 24bit texture and your problem should be gone.
Otherwise, the PASS_SOLID flag should/ could work or use a material with the 2 code lines from above.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: camera bug, overlapping objects on the Terrain [Re: Superku] #425989
07/14/13 20:26
07/14/13 20:26
Joined: Nov 2007
Posts: 318
Brasil, Paraná
NeoNeper Offline OP
Senior Member
NeoNeper  Offline OP
Senior Member

Joined: Nov 2007
Posts: 318
Brasil, Paraná
Nothing.
texture tga24bits and dds to.
I also test which I have not used any texture on the model and no shader material and yet the problem persists.

Not there is compatibility between HMP and MDL.


Please! Use easy words to be translated. because my English is not very good! Grateful.
_______________________________________________________
Re: camera bug, overlapping objects on the Terrain [Re: NeoNeper] #425991
07/14/13 20:56
07/14/13 20:56
Joined: Nov 2007
Posts: 318
Brasil, Paraná
NeoNeper Offline OP
Senior Member
NeoNeper  Offline OP
Senior Member

Joined: Nov 2007
Posts: 318
Brasil, Paraná
for models that are added with WED, works perfectly. The Bug acontence only for models that I add dynamically!


Please! Use easy words to be translated. because my English is not very good! Grateful.
_______________________________________________________
Re: camera bug, overlapping objects on the Terrain [Re: NeoNeper] #425992
07/14/13 21:14
07/14/13 21:14
Joined: Nov 2007
Posts: 318
Brasil, Paraná
NeoNeper Offline OP
Senior Member
NeoNeper  Offline OP
Senior Member

Joined: Nov 2007
Posts: 318
Brasil, Paraná
OHH MY GOD. Sory mans.. NOOB NOOB. LOL.
I was Set SHOW in MODEL. Its that was generating the error!

Look.

while(!me){wait(1);}
set(my,SHOW|PASSABLE|POLYGON);

(^.^) LOL LOL LOL...
More of 4 5 Hours Missing of my life... Grrr Tanks for ALL. Im SOry for this!.


Please! Use easy words to be translated. because my English is not very good! Grateful.
_______________________________________________________
Re: camera bug, overlapping objects on the Terrain [Re: NeoNeper] #425994
07/14/13 21:34
07/14/13 21:34
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Explanation for the result:
When you set SHOW, the 15. bit of eflags will be set to 1 because of the definition
#define SHOW (1<<14)
in atypes.h. SHOW is not defined for level entities but the same bit is used for another flag and that is
#define ZNEAR (1<<14).


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends

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