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Re: See Through Polygons #2190
04/13/01 08:22
04/13/01 08:22

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Doug, the normals are all facing to the outside which is the correct direction. My model is big so I went inside the model and turned around. I then looked up at the inside of the wall and I saw a polygon or two with textures that would appear.

The polygon normals are not flipped the wrong way! The problem is not static as the polygons will be transparent looking from a specific direction and angle. If you move the player view horizontal or vertical the polygons that were transparent may not be now and polygons that were not transparent may now be.

I was begining to think that it had something to do with the way that I make models but it seems that others are also having the same problem.

I also mentioned a similar problem with one of the prefabs that come with A4. It is four brick pillars with a horizontal square piece of wood near the top supported by the pillars. If I approch the horizontal surface from the top everything is as it should be. but if I approch it from below then the surface becomes transparent when contact is made.

I hope that this problem can be resolved this time around as I did not get any responces to my previous post which was very dissapointing.

Ron


Re: See Through Polygons #2191
04/13/01 11:08
04/13/01 11:08

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Ok, there are too many normals for me to flip all the ones that need to be flipped. But all of the normals are pointing outwards, which Ron said is the right way. So I think the problem may be something else. I think that the problem--at least the problem I'm having--is that the wrong side of the model is rendering. I'm also having trouble with parts of the model completely dissappearing though. Am I just setting something wrong? or is there a problem with the model?

Re: See Through Polygons #2192
04/14/01 07:27
04/14/01 07:27

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Ron, you wrote your model is a very big one. I had the same problem with a very big model what used very big polygones. I think it could have something to do with the Z-buffer-problem: If a vertex is to far away, the depending polygons are not drawn exactly or dissapear sometimes. Try to scale it down and have a look then. If the problem dissapears, scale down the whole level.

cu Lutz, who hopes it works (let us know!).


Re: See Through Polygons #2193
04/13/01 21:18
04/13/01 21:18

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I have taken a large model and scaled it down and I have taken a small model and scaled it up. The smallest model started at less than 5 quants square. If I remember correctly I started my scaling at X40. Now this is way to small for any problems like this to start showing up. It is not my video card as it can go all the way up to 2048 in D3D.

Ron


Re: See Through Polygons #2194
04/15/01 08:59
04/15/01 08:59

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in my opinion, that IS the best method

Re: See Through Polygons #2195
04/16/01 06:33
04/16/01 06:33
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
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Rhuarc  Offline
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Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
If the model is BIG then the collision detection may be off a little and you can walk through some polys. If the camera is 'inside' a poly the poly will be invisible.
Same for the prefabs.

To show this, go into the walkthough mode (press 0 twice in gameplay) and move into the side of any block and the block will become invisible.

Do this in walkthough mode because you can pass right thought the blocks.

-NizZy

------------------
-Dan Niezgocki aKa NizZy
Founder of NizZyWare productions



I no longer post on these forums, keep in touch with me via:
Linkedin.com
My MSDN blog
Re: See Through Polygons #2196
04/16/01 12:29
04/16/01 12:29

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I realize that Nizzy but collision detection is not the issue but textures disappearing on different polygons depending on the viewing angle. Maybe I should try and make an AVI or just throw up my hands and go make a robot and enter Battle Bots or Robotica. I hate to throw over a years worth of work out the window though.

Ron


Re: See Through Polygons #2197
04/16/01 14:40
04/16/01 14:40

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Hi Guys,

its great we are talking about models missing texture and polygons,etc.... but we are forgetting something here... we were also talking about the invisible/see-through reagions in the basic blocks/booleaned blocks or pre-febs. it also involves a issue of collision detection.. some blocks lets my player just pass through it.. though it is not a passable block.... and its too dangerious as it allows u(player) to fall of from the path and get into the outside area of the levels....i hope u guys understand...

how is this happening... and what are the prevention for this ???? this looks really bad when a player can walk throguh some parts of the blocks and cross it over to the other side, doesn't it ????

Regards,
Sac

[This message has been edited by sac (edited 16 April 2001).]


Re: See Through Polygons #2198
04/17/01 13:52
04/17/01 13:52

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I have made an AVI of the problem and title of this thread. The AVI is just over 5 Meg so it might take a few minutes to download. You can get the AVI zip file at the following link.
http://home.earthlink.net/~ronholmes/

the name of the file is "Polygon.zip".

I have showed two things (Prefab and canyon problem) in the AVI:

1. First you will see a short section of my canyon wall and in the for ground a prefab from the prefab directory.

2. In First Person mode I come down from the top of the prefab and hit the horizontal surface. You will notice that the surface appears to be solid both physicaly and visualy.

3. Next I back up and approach the horizontal slab from below. Now you will notice the slab becomes transparent but that there is correct collison detection. I really think in this case that the surface of the slab extends just beyond where the bounding box stops. so in effect you penetrate the surface texture before being stopped by the bounding box. I may be wrong in this case but I am not worried about the collision detection as it is there. I am only concerned in the tranpareiancy problem.

4. I then approach my canyon wall and stop actually quite a ways from the surface as you can see when I pan towards the bottom on the wall. You will also notice that the polygons are starting to go transparent. I then pan up towards the top and you can again see the polygons become transparent dependant on the angle of viewing.

This is the problem that I have been working on for more than two months without a solution in sight. sorry for the poor graphics but that is how it came out after the capture. Now can anyone shed some light on this without really guessing as to what might be wrong. I have experimented so much I think that I might wake up tomorrow morning and find myself turned into a transparent polygon. Thanks for any help.

Ron


Re: See Through Polygons #2199
04/17/01 22:10
04/17/01 22:10

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Ron, I'm downloading it right now, i will check the avi and then i will be back!!!

regards,
Sac


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