Massassi Forums Logo

This is the static archive of the Massassi Forums. The forums are closed indefinitely. Thanks for all the memories!

You can also download Super Old Archived Message Boards from when Massassi first started.

"View" counts are as of the day the forums were archived, and will no longer increase.

ForumsJedi Knight and Mysteries of the Sith Editing Forum → Z-Fighting?
Z-Fighting?
2008-07-03, 3:51 PM #1
Forgive me if this topic has been touched several times, but I need help with what I think is "Z-Fighting" in my mod.

Anyway, when a "thin" (0.005 jkus or thinner it seems) 3do is played near a wall or other surface in MotS and viewed from a distance, I get this awful clipping crap. Slightly diagonal lines appear in the object that show straight through the 3DO.

Has anyone found a solution to this problem in MotS?
BSR
2008-07-03, 5:12 PM #2
Do you need to be able to see behind it? I remember having the same issue and I usually cleaved up the surface perfectly behind it and either made the surface invisible or extruded that surface so it's not so close to the 3do. I don't remember any way to just "fix it", sorry.
2008-07-03, 8:48 PM #3
Was wondering if it was something that could be solved with a cog or messing around with flag settings. I have several (probably about 100 different ones) thin 3DOs in my level, and while I could use your method, I need a little more input first.
BSR
2008-07-06, 2:36 PM #4
Maybe use a cog to creatively move the closest surface closer to the player or the furthest surface farther away from the player based on the distance of the player to the objects. Of course, the viability of this option will depend on the situation.

As far as I know, there is fix to the problem. The error is occuring because the relative 2D draw distance on the z-axis between the surfaces are becoming negligible. At close distances, the engine knows which surface should be drawn in which order. However, at greater distances, the relative distance between the surfaces approaches zero and the engine no longer knows which surface should be drawn in which order. It would be nice if there was a 'always draw on top' flag. You could try +GEO 5 on the surface closest to the player, just to see what happens. I don't know what the difference between +GEO 4 and +GEO 5. They both say Draw Textured.
2008-07-06, 3:05 PM #5
Basically. The z-buffer stores the depth as 1/z which is ideal in most games but highly suboptimal in JK which exposes graphical defects from floating point quantization under regular circumstances. The only real solution is to use an engine that makes use of the stencil buffer.
2008-07-07, 12:12 PM #6
Ah...all good suggestions. Thanks guys!

I guess it's something I will have to live with.
BSR

↑ Up to the top!