Gamestudio Links
Zorro Links
Newest Posts
Newbie Questions
by fairtrader. 12/05/23 14:22
Zorro Trader GPT
by TipmyPip. 12/04/23 11:34
Square root rule
by Smallz. 12/02/23 09:15
RTest not found error
by TipmyPip. 12/01/23 21:43
neural function for Python to [Train]
by TipmyPip. 12/01/23 14:47
Xor Memory Problem.
by TipmyPip. 11/28/23 14:23
Training with command line parameters
by TipmyPip. 11/26/23 08:42
Combine USD & BTC Pairs In Asset Loop
by TipmyPip. 11/26/23 08:30
AUM Magazine
Latest Screens
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Tactics of World War I
Who's Online Now
2 registered members (steyr, alibaba), 534 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
fairtrader, hus, Vurtis, Harry5, KelvinC
19019 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 1 of 2 1 2
Level gaps #252041
02/16/09 06:51
02/16/09 06:51
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline OP
Expert
fogman  Offline OP
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
I´ve got a level, everything is done with "snap to grid",
but after compiling there are visible gaps.
Any ideas? (GS Version 7.70)
It´s a very small example, I can send you the level if you need it.










no science involved
Re: Level gaps [Re: fogman] #252042
02/16/09 07:06
02/16/09 07:06
Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
idk but checking merge across leafs may help.

can you upload the level?


3333333333
Re: Level gaps [Re: Quad] #252043
02/16/09 07:28
02/16/09 07:28
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline OP
Expert
fogman  Offline OP
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
Thanks for this idea, but unfortunately it didn´t help. frown
I´ll wait for an official statement.

Edit: Here you go:
http://www.vulkanware.de/schutzkontakt/test.wmp

If you look closely, you can see the gaps.


no science involved
Re: Level gaps [Re: fogman] #252044
02/16/09 07:46
02/16/09 07:46
Joined: Oct 2008
Posts: 679
Germany
Ayumi Offline
User
Ayumi  Offline
User

Joined: Oct 2008
Posts: 679
Germany
Die Engine mag keine zu großen Winkel.

Wo liegt die Stelle?
Je weiter weg die prefabs(bzw Blöcke) liegen
desto ungenauer wird gerendert.
(Hast du zufaellig i-was importiert
wegen aktivierter Meshes?)

Ich hab mir darum angewoehnt gleich mit
Modelen zu arbeiten.
(Ist anfangs schwer, den Modele haben
keine statischen Schatten, aber man kann
ja Shadowmaps generieren)

Probier mal ohne Hacken bei "don t snap vertiks"
Und ein Hacken bei "Merge across leave".
Sofern du denoch auf bloecke bestehst.

Wenn das auch nicht hilft setze mal
die "Max lv size" auf 30000.

PS:
Noch was:Arbeite mal ohne snap.
Das machts nicht gerade leichter
abergenauer sofern du scrollst.


Und du wirst wahrscheinlich i-wann
eine Fehlermeldung erhalten da
einige bloecke zu dünn sind.
Mindestens 1 Quant gros halten)
Die Fehlermeldung lautetet dann:

"Damaged new Line" oder ähnlich.
Man kann zwar sein lv noch retten
aber vor 2 Jahren konnte ich
mein Lv auf Grund ddessen weghauen.



Last edited by Ayumi; 02/16/09 07:58.
Re: Level gaps [Re: Ayumi] #252048
02/16/09 08:13
02/16/09 08:13
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,967
Frankfurt
This is a typical problem and should normally be easy to fix. You have produced the gaps this way:

- Selecting "Don't Snap Vertices" means that adjacent vertices of separate meshes are not guaranteed to be at the same place.

- You have apparently built the vault from separate meshes.

Deselect "Don't Snap Vertices", and group the vault together and select "Single Mesh". This should fix the problem.

Re: Level gaps [Re: jcl] #252050
02/16/09 08:20
02/16/09 08:20
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline OP
Expert
fogman  Offline OP
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
-Deselecting "Don´t Snap Vertices" does not help
-Single Mesh does help _but_ (!) the shadow calculation needs about 5 (!) times longer then...

Not really an option for me...


no science involved
Re: Level gaps [Re: Ayumi] #252051
02/16/09 08:21
02/16/09 08:21
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline OP
Expert
fogman  Offline OP
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
"Arbeite mal ohne snap"

Nie, nie, nie, nie, nie!


no science involved
Re: Level gaps [Re: fogman] #252053
02/16/09 08:31
02/16/09 08:31
Joined: Jul 2000
Posts: 27,967
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,967
Frankfurt
Always use "Single Mesh" for groups when possible. Otherwise your level will render slow.

Your radiosity setting is the reason of your slow shadow calculation. For lighting, always set Supersampling, but don't set Radiosity for large levels, except for the final calculation.

You should read about the compiler setting and their effects. For doing professional levels, it's important to know with which options to compile them.

Re: Level gaps [Re: jcl] #252063
02/16/09 09:14
02/16/09 09:14
Joined: Oct 2008
Posts: 679
Germany
Ayumi Offline
User
Ayumi  Offline
User

Joined: Oct 2008
Posts: 679
Germany
Überliest du immer die Hälfte?
Und einmal "nein,danke möchte ich nicht nutzen"
langt doch wohl auch.-.-

Da fragt man sich doch wozu man überhaupt versucht zu helfen.

Re: Level gaps [Re: Ayumi] #252068
02/16/09 09:28
02/16/09 09:28
Joined: May 2008
Posts: 301
Oxy Offline
Senior Member
Oxy  Offline
Senior Member

Joined: May 2008
Posts: 301
(opps, link nicht gesehen)

Last edited by Oxy; 02/16/09 09:30.
Page 1 of 2 1 2

Moderated by  HeelX, rvL_eXile 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1