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ForumsJedi Knight and Mysteries of the Sith Editing Forum → Bad clipping, bad!
Bad clipping, bad!
2005-05-23, 10:06 PM #1
Is there any particular reason why JK is clipping this ISD 3do? :confused:

[http://www.hellraiser64.com/Pics/clip1.jpg]
[http://www.hellraiser64.com/Pics/clip2.jpg]
[http://www.hellraiser64.com/Pics/clip3.jpg]
-Hell Raiser
2005-05-23, 10:28 PM #2
wibbles.
Current Maps | Newest Map
2005-05-23, 10:33 PM #3
Are you sure the ISD isn't... coming out from behind a geo 4 surface?
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2005-05-23, 11:05 PM #4
wibbles?! :confused: :p

And no, the level is quite huge and the ISD is stationary. :(
-Hell Raiser
2005-05-24, 12:45 AM #5
If it's slowly coming into view, then it may be hitting some sort of max draw distance.
-There are easier things in life than finding a good woman, like nailing Jello to a tree, for instance

Tazz
2005-05-24, 7:32 AM #6
The max draw distance is for level surfaces is ~800 JKU's. At this point, a plane that is perpendicular to the player HOM's.

How far away is the ISD bridge from the edge of the sector? How far away is the X-Wing from the ISD in that first shot?
Math is infinitely finite, while the universe is finitely infinite. PI = QED
2005-05-24, 8:01 AM #7
If it ends up that you are clipping because of draw distance, it may be best to scale all models/physics down by 1/2, thus giving 2x the room to work with.
-There are easier things in life than finding a good woman, like nailing Jello to a tree, for instance

Tazz
2005-05-24, 8:25 AM #8
I would exercise caution with that approach. The smaller you get, the longer and more floating decimal calculations you'll get. This can get ugly in JK quick.

The only other option I can think of is to cull everything ahead of the clip distance. You can then create sectors that are around 500 JKU. You can have them adjoined together and then a cog that changes their +GEO settings to 4 beyond your furthest cull distance (as long as it's something less then 800, you'll be fine).
Math is infinitely finite, while the universe is finitely infinite. PI = QED
2005-05-24, 9:58 AM #9
Could this be from the default transparency issues with JK? The reticle and the arrow might be the culprits.

Could this be an LOD issue?

:)
2005-05-24, 10:23 AM #10
Pretty sure you're hitting the max draw distance for 3D models. I tried setting up a space level once long ago and encountered the same problem. Scaling down is the only reasonable way to deal with it.

QM

Edit: After looking at the pictures again, maybe not... the draw distance isn't THAT small, so either your ISD is REALLY huge, or something else is going on.
2005-05-24, 2:50 PM #11
I want this mod. :eek:
Skateboarding is not a crime.
2005-05-24, 3:09 PM #12
looks to me like the sky distance.... iv had the prob before... try making the sky further in the map settings (f6)
2005-05-24, 4:48 PM #13
Friend is right about the draw dist, but I don't know where he gets this hom idea from. All it does is draw the sky surface too close. There is no hom. Hom is when the game doesn't draw over a part of the screen, thus that section of the monitor never changes. In this case, the sky is drawn, thus no hom. (sorry for ranting, but that bugged me from the last time you/someone posted that it was hom.)

The culling wont work though, because that would just hide part of the stardestroyer, which is what the sky is essentially doing and we want to remove :)

I've been working on and off at solving this, but no success yet.
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2005-05-24, 5:52 PM #14
Quote:
Originally posted by Dominik
I want this mod. :eek:


Hehe, so do I. ;) It's not much right at this moment, but the flight controls are might spiffy. The controls work like a joystick, the further away from the center the cursor is, the faster you'll rotate in that direction.

And SG-Fan is correct. :) The surfaces of the level (just a big box) were flagged as sky, thus causing the problem.

Thanks for the help guys. :)
-Hell Raiser
2005-05-24, 6:07 PM #15
[heh, didnt read the last post]
Jedi Knight Enhanced
Freelance Illustrator
2005-05-24, 6:25 PM #16
I should have seen this thread earlier. The solvency is simple: Exchange sky-flags for a skybox. Problem solved.

JediKirby
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2005-05-24, 9:12 PM #17
Been there, done that. ;)
-Hell Raiser
2005-05-25, 5:13 AM #18
Quote:
Originally posted by SG-fan
Friend is right about the draw dist, but I don't know where he gets this hom idea from. All it does is draw the sky surface too close. There is no hom. Hom is when the game doesn't draw over a part of the screen, thus that section of the monitor never changes. In this case, the sky is drawn, thus no hom. (sorry for ranting, but that bugged me from the last time you/someone posted that it was hom.)

The culling wont work though, because that would just hide part of the stardestroyer, which is what the sky is essentially doing and we want to remove :)

I've been working on and off at solving this, but no success yet.


In my experience with it, it "appears" as if there is a new surface drawn perpendicular to the look direction of the camera at ~800 JKU's and it HOM's.

I have never hit a 3do draw distance....ever. What's the approx. distance for this?
Math is infinitely finite, while the universe is finitely infinite. PI = QED
2005-05-25, 8:15 AM #19
maybe you should change something here...
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2005-05-25, 10:13 AM #20
That'd change the lod.... which this model doesn't even have, or shouldn't have, a least.
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ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2005-05-25, 12:16 PM #21
I've hit the 3do draw distance when making skyboxes for Tdir. Since you can fly, they had to be much, much bigger. I eventually made them a sphere which does the same effect in a smaller space. Some of them are just barely under the limit (and if you could fly out of the level boundary box, it wouldn't draw) If a surface is flagged as a sky, there doesnt appear to be a draw distance for it.
Jedi Knight Enhanced
Freelance Illustrator
2005-05-25, 6:16 PM #22
I seem to remember a VERY specific fix for this. I'll do some log searching.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2005-05-25, 9:35 PM #23
Quote:
Originally posted by Friend14
In my experience with it, it "appears" as if there is a new surface drawn perpendicular to the look direction of the camera at ~800 JKU's and it HOM's.


Hmm, that's odd. I gtet the perpendicular surface, but I don't get the hom. It looks like the regular old starfield does when flaged with sky. I wonder if certain computers process the video for it differently?
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2005-05-26, 4:40 AM #24
the "regular old starfield" is what I was using. Odd that what mat you use matters...

I don't think I had it flagged as sky, however.
Math is infinitely finite, while the universe is finitely infinite. PI = QED
2005-05-26, 6:56 AM #25
OH! Well thats actually a kinda different problem. This problem is with the sky flag rendering it too close. There is a variable to extend it, but I keep running across a limit where I can't push it anymore. (I think, I haven't actually messed with it for a bit, now I'm just running off memory.)
When it's not flagged as sky the error occurs much farther I think. I'll need to check on the exact distance.

I still don't think it homs, but since we're talking about two different problems, I'll have to check on it.
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2005-05-26, 2:24 PM #26
I beleive I stated this a few posts ago lol

I'v had this problem once before, the sky is rendering to close, so it overlaps the 3do causing it to clip like that.

Its the horizon distance i beleive (pure memory btw, havent really played with skys lately lol)

[http://img80.echo.cx/img80/3264/jedsky6yo.jpg]
2005-05-26, 11:40 PM #27
I assumed he already bumped that up and actually hit the limit. It can truly only go so far.
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2005-05-27, 12:25 AM #28
Yea, I tried all that sky stuff to no avail. :(

I did however manage to whip up a work around involving a sky sphere with a 1000 jku radius using the 'flicker' method on that and the ISD. (creating the sphere first, then the ISD)

I was able to see the ISD as far away as 1000 jku's, but then the sphere took it over because of having it always at the player position. The usual clip distance was about 500 jku's, a big difference. :)

More as it develops. :em321:
-Hell Raiser
2005-05-27, 8:24 AM #29
hm.. is there more than one sector? If its one giant sector you should be able to get away without the flicker cog.
Jedi Knight Enhanced
Freelance Illustrator
2005-05-27, 9:05 AM #30
Remember to wait before someone joins to destroy the sky sphere...
Cordially,
Lord Tiberius Grismath
1473 for '1337' posts.
2005-05-28, 4:30 AM #31
What does Parallax mean?
"The solution is simple."
2005-06-07, 2:08 AM #32
Hmms.

I don't think anyone mentioned this...but...

For me, all I could keep thinking about is that it has to be a problem in the master template file for the ISD.3do.

Perhaps the size and/or movesize is not quite set right, such that when u move within the field of the size of the 3do, u start to pass into and thru it; thus giving you the " clipping " effect the screenshots are depicting.

At least, I had a similiar problem like that using huge tree.3dos and the size was off, such that kyle could partially step into part of the tree, and the tree would clip into parts.

Hmms.

Perhaps this will help?
JAS_Palidori
High_Councillor, Light Jedi_Master
JAS: Jedi Against Sith

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