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[FIXED] Entire level vanishes after wandering?
#461850
08/25/16 02:52
08/25/16 02:52
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Joined: Jan 2005
Posts: 330 USA
MatAllum
OP
Senior Member
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OP
Senior Member
Joined: Jan 2005
Posts: 330
USA
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Rendering issue here that I have seen on multiple projects now. When I move too far from the origin of the level (current project tests at about 12000 quants), everything disappears from view.
Turning the camera to some angles causes the level to reappear, but everything (with the exception of skybox) vanishes otherwise, sometimes flicking on and off as I pan the camera around. Debug panel confirms the entities stop rendering.
What on earth is causing this? The level is script generated with no BSP tree information. Level models include static objects with no action, and objects with a simple init action that otherwise do nothing. Am I missing some sort of "max level size" variable I should be setting?
Edit: To further complicate, it only seems to happen when I go too far along the positive Y axis. I can run in any other direction all I want without anything disappearing. Level surface is a tile of randomly-chosen slab models.
Last edited by MatAllum; 08/25/16 11:10.
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Re: Entire level vanishes after wandering?
[Re: MatAllum]
#461851
08/25/16 09:20
08/25/16 09:20
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
Serious User
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Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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I cant remember exactly but I thought it was connect with level_ent.max..., something like this:
vec_set(level_ent.min_x, vector(-900000, -900000, -900000));
vec_set(level_ent.max_x, vector(900000, 900000, 900000));
Last edited by Reconnoiter; 08/25/16 09:20.
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Re: Entire level vanishes after wandering?
[Re: MatAllum]
#461853
08/25/16 13:37
08/25/16 13:37
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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Gotta love this engine's quirks. That fixed the problem. Thank you! , welcome to the magical world of Acknex and glad to be of help
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Re: Entire level vanishes after wandering?
[Re: Superku]
#462181
09/13/16 09:06
09/13/16 09:06
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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It happens when the camera leaves the level(_ent) bounding box as Reconnoiter has already suggested with his fix. The ABTree is spanned and calculated across that box, so when the camera leaves it any query for possibly visible objects gets terminated quickly. , interesting, so through level_ent.min/max one could basically set a custom region?
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Re: Entire level vanishes after wandering?
[Re: Superku]
#462243
09/15/16 13:50
09/15/16 13:50
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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Just tested it (*with shade-c) and it doesn't work, it gives also weird shadow-like problems. I would use regions anyway so it doesn't matter.
Last edited by Reconnoiter; 09/15/16 13:53.
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Re: [FIXED] Entire level vanishes after wandering?
[Re: MatAllum]
#477723
07/25/19 07:10
07/25/19 07:10
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Joined: Feb 2010
Posts: 7 Mainz
NnamueN
Newbie
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Newbie
Joined: Feb 2010
Posts: 7
Mainz
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Hi Guys, This problem only exists in the Com or Pro version of Gamestudio as soon as the camera leaves the area of ​​the level_ent.min_x / max The solution is to adjust the level_ent.min_x / max_x value just as Reconnoiters wrote it vec_set (level_ent.min_x, vector (-900000, -900000, -900000)); vec_set (level_ent.max_x, vector (900000, 900000, 900000));
on the free version, the values ​​are automatically adjusted as soon as the camera leaves the level area (level_ent.min_x/max_x) At that time I had E-Mail contact with Conitec for the problem, Conitec Support say that it be so corectly But I say that it is a BUG and I can prove it  This video was made by me at this time to explain the problem https://www.youtube.com/watch?v=2caQa_2HFYgUnfortunately, it is in German ah yes i also apologize for my english  cu Roman
So Long, and Thanks For All the Fish. Es geht nicht darum im höchsten Level zu sein, sondern alle die vorherigen erlebt und verstanden zu haben !
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