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clip_far
#119028
03/23/07 15:54
03/23/07 15:54
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Joined: Mar 2006
Posts: 724 the Netherlands
Frits
OP
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OP
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Joined: Mar 2006
Posts: 724
the Netherlands
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I don't understand how this works, if I set; Camera.clip_far = 5000; I thought that everything at a distance of 5000 in front of the camera will be clipped, but when I move the camera to that point (5000) the whole level geometry disappears, only the models keep visible. Works clip_far from a fixed point (origin green lines) or am I wrong? If so, what is the point of setting this value to the camera then?
I like to keep scripting simple, life is hard enough as it is. Regards, Frits
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Re: clip_far
[Re: Frits]
#119029
03/23/07 16:20
03/23/07 16:20
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Joined: Jan 2002
Posts: 4,225 Germany / Essen
Uhrwerk
Expert
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Expert
Joined: Jan 2002
Posts: 4,225
Germany / Essen
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If you set camera.clip_far to 5000 everything in a distance of more than 5000 to the cameras position will be clipped. What do you mean by moving the camera to the point 5000?
Always learn from history, to be sure you make the same mistakes again...
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Re: clip_far
[Re: Uhrwerk]
#119030
03/23/07 16:37
03/23/07 16:37
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Joined: Mar 2006
Posts: 724 the Netherlands
Frits
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OP
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Joined: Mar 2006
Posts: 724
the Netherlands
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The camera is the player, so when I move the player 5000 quants, the level geometry disappears except the models, they keep visible. Two pictures, just before the disapearing;  and moving a little bit further;  I think that the value of 5000 does not move with the camera, if you know what I mean, and id measured from the origin.
Last edited by Frits; 03/23/07 16:45.
I like to keep scripting simple, life is hard enough as it is. Regards, Frits
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Re: clip_far
[Re: Frits]
#119031
03/23/07 16:45
03/23/07 16:45
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Joined: Jan 2002
Posts: 4,225 Germany / Essen
Uhrwerk
Expert
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Expert
Joined: Jan 2002
Posts: 4,225
Germany / Essen
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It looks like you have run into a wall or outside your level and the level geometry is clipped therefore. Clipping has nothing to do with how far you move the player. Clipping means, that objects, that are farer away than the given distance from the camer are clipped.
Always learn from history, to be sure you make the same mistakes again...
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Re: clip_far
[Re: Uhrwerk]
#119032
03/23/07 16:49
03/23/07 16:49
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Joined: Mar 2006
Posts: 724 the Netherlands
Frits
OP
User
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OP
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Joined: Mar 2006
Posts: 724
the Netherlands
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No, I don't run into a wall and I am not outside the level, when I remove 'camera,clip_far=5000' everything runs fine and nothing is clipped.
I like to keep scripting simple, life is hard enough as it is. Regards, Frits
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Re: clip_far
[Re: Frits]
#119033
03/23/07 20:28
03/23/07 20:28
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Joined: Jan 2002
Posts: 4,225 Germany / Essen
Uhrwerk
Expert
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Expert
Joined: Jan 2002
Posts: 4,225
Germany / Essen
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Ok, 5000 is one tenth of the default value. Try increasing the clip_far value step by step and look what happens.
Always learn from history, to be sure you make the same mistakes again...
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Re: clip_far
[Re: Uhrwerk]
#119034
03/24/07 09:23
03/24/07 09:23
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Joined: Mar 2006
Posts: 724 the Netherlands
Frits
OP
User
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OP
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Joined: Mar 2006
Posts: 724
the Netherlands
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I've solved the mistery; the level on the pictures is a map file, ergo only one origin, so when this origin is out of range of the clip_far, the whole map disappears but the models keeps visible. I have also a problem with the number of visible entities. When I turn to the origin point of the map file the number of visible entities increase fast so the fps drops to 30. I think that that has also to do with the map file. Do you have any ideas about that? The problem is, when I make the level without the map and place all the blocks from that map in the level, I get a build error; too many portals. Any idea how to solve this?
I like to keep scripting simple, life is hard enough as it is. Regards, Frits
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