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ForumsShowcase → waht
waht
2005-04-19, 7:14 AM #1
Well, first off, I kinda need help dealing with a bug, but at the same time, this post is intrinsically a showcase (I mean, I wanted to showcase this section anyway, and I still want your suggestions for the design). So have no doubt over its place in the forums.

[http://www.massassi.net/ec/images/15850.jpg]

Yeah, so anyway, the above section of my map (the architectural arcade/window to be exact) is experiencing strange.. errors (if you can even call it that, 'cause the Jed consistency checker of the level is clean). Basically, the windows are acting as if they were concave or if they had HOM (like, when I try to fly into them, I am flying into a "void"), but neither are the case. Further, when I mark the surfaces between the windows as having a geo of 4, they flicker between being invisible and solid. I've noticed that the less of the window I look at, the less the error happens.

Any ideas? I must be stupid or something.
2005-04-19, 7:19 AM #2
I don't know what's causing the problems, but I just wanted to confess that I love you for making that out of architecture.
APT 1, 2, 3/4, 5/6
TDT
DMDMD

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2005-04-19, 7:34 AM #3
I'd say it's due to a freakishly high amount of vertices. Beautiful as that may be....it's costing the engine a great deal, I'd say.
the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken
2005-04-19, 7:39 AM #4
those windows = purdyyyy
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2005-04-19, 9:39 AM #5
i'm not an expert, but i'd agree with wolfy.
My girlfriend paid a lot of money for that tv; I want to watch ALL OF IT. - JM
2005-04-19, 9:55 AM #6
Yeah just make a rectangular window and make a 3do for the curvy bits.

2005-04-19, 11:27 AM #7
Wow, you deserve some congratulations for just attempting that.

So congratulations!

I also agree with Wolfy.

I'd recommend copying it somewhere for safe-keeping (because you wouldn't want to delete such a beautiful work) and replacing it with a custom texture.
"Good Asian dubs are like Steven Segal and plot; they just dont appear in the same movie." -Spork
2005-04-19, 1:43 PM #8
Best suggestion would be to unadjoin and readjoin.
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2005-04-19, 1:44 PM #9
If you go about it the way The_Mega_ZZTer suggested it, make sure the 3do doesn't cross over two sectors or else you'll end up having it disappear dependin on the angle of the ingame camera, but you knew that :P
Was cheated out of lions by happydud
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2005-04-19, 1:47 PM #10
Or maybe is cuz there's a gajillion adjoins there!?? Have you gotten that patch that gets rid of maximum adjoin HOM errors yet?

Keep it up.... nice so far
We are the music makers... and we are the dreamers of dreams...
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2005-04-19, 6:19 PM #11
SniperWolf: already tried, along with a variety of remedial editing buffoonery that took forever and gave me nothing

halucid: yes, no luck

As much as your recommendations against keeping it architectural seem sound, I've been wanting to have it as such so I could subject it to the realistic lighting plug-in.. I'm forgetting its name. But you're starting to convince me that even if the cause of the bugginess isn't rooted in it having too many adjoins or vertices, if I had realistic shadows in the area, it'd send the framerate to computer hell. Which ain't a fun place.

Anyway, I'm becoming saddened from your exhibition of surprise for me even attempting it, because, in hindsight, I myself am surprised that I wasted the time, even if it was only like 4-5 hours. blah
2005-04-19, 6:55 PM #12
I've noticed that very thin pieces of archi/3dos have a tendency to disappear at random times.
Stuff
2005-04-19, 7:29 PM #13
If you were doing that to run the Lighter plugin, I'd say please make it work. That would look amazing with Lighter-created shadows. It would be painful, but have you considered remaking that window from scratch and doing tests as your progress to make sure it shows in-game properly? Framerate can go suck on lemons, this is ART!

QM
2005-04-19, 7:48 PM #14
If you can't get it working as archi but still want the nice lighting, finish the level with archi (no matter what it looks like in game) then once it's finished do the final lighting and use the plugin. Delete the funky archi and replace it with a 3do. The lighting remains the same as if it weren't a 3do.
It would be nice to get it to work as a archi:p
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:omgkroko:
2005-04-20, 12:59 AM #15
Quote:
Originally posted by Jepman
If you go about it the way The_Mega_ZZTer suggested it, make sure the 3do doesn't cross over two sectors or else you'll end up having it disappear dependin on the angle of the ingame camera, but you knew that :P


This problem has infact been fixed by Hellcat using a cog which is assigned to the 3do.
2005-04-20, 1:59 AM #16
It's known as the flicker cog 'round here. :)

Beautiful archi, I reccomend trying what vegiemaster has said.
-Hell Raiser
2005-04-20, 3:23 AM #17
I doubt there's actually that many adjoins there. I mean theres's more than usual, probably about 20 for each unique set of shapes.
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2005-04-20, 4:28 AM #18
I wish we could change the engine...I asked on another thread about why having the source code would be important because I didn't know but I dont think I ever checked replies so can someone tell me what the source code would be good for? Could we change the graphic capabilities and limits?
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2005-04-20, 8:06 AM #19
Quote:
Originally posted by DeTRiTiC-iQ
I doubt there's actually that many adjoins there. I mean theres's more than usual, probably about 20 for each unique set of shapes.
I wish that were true, but there are around 800 adjoins. And none of them are excess.

I think I've figured out the problem. Apparently when sectors reach a certain size, the consistency checker ignores errors, because when I copy and scale this area larger, a whole multitude of bugs fill up the checker. Also apparently, Jed allows you to adjoin surfaces that are extremely close to each other, but still have a minute little gap between them. This sucks because ingame it acts as if they aren’t adjoined correctly. GAH WHAT POPPYCOCK

(Yes, I said "poppycock".)

I guess I'm going to remake this area at a different scale, and then resize it to be realistic. It'll take like another year to make, so don't hold your breath. Or do if you're some annoying person I'd want to die.
2005-04-20, 8:14 AM #20
Oh, and vegiemaster, your idea sounds pretty good and all, but the 3do window itself would have weird-looking lighting.
2005-04-20, 9:51 AM #21
Not if you light the level dynamically, then it actually would look even better.
APT 1, 2, 3/4, 5/6
TDT
DMDMD

http://veddertheshredder.com
2005-04-20, 10:28 AM #22
Yeah, true, I could always run the lighter plug-in and then substitute the light for a .3do one. Good idea.
2005-04-20, 1:54 PM #23
someone get sotd working... now. ;)
That is incredible... :)
May the mass times acceleration be with you.
2005-04-20, 2:40 PM #24
Quote:
Originally posted by vegiemaster
If you can't get it working as archi but still want the nice lighting, finish the level with archi (no matter what it looks like in game) then once it's finished do the final lighting and use the plugin. Delete the funky archi and replace it with a 3do. The lighting remains the same as if it weren't a 3do.
It would be nice to get it to work as a archi:p


The words from my mouth :-(

But I honestly think you'd better make the other details of that building archi, as well. Some of it is in dire need.
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2005-04-20, 4:52 PM #25
The lighter plugin might have a fit lighting something like that though. It gives me trouble sometimes with things that are much less complicated than that.
Who made you God to say "I'll take your life from you"?
2005-04-20, 7:05 PM #26
Since you're remaking that area, could you send me the old version so I can take a few cracks at fixing it without redoing the whole thing? lumpshare@yahoo.com
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2005-04-20, 7:13 PM #27
Quote:
Originally posted by Darth Slaw
someone get sotd working... now. ;)
That is incredible... :)


http://www.hellraiser64.com/jkhub

teehee. :D
-Hell Raiser
2005-04-20, 8:48 PM #28
^^ all right! :D
May the mass times acceleration be with you.
2005-04-21, 4:47 AM #29
Quote:
Originally posted by SG-fan
Since you're remaking that area, could you send me the old version so I can take a few cracks at fixing it without redoing the whole thing? lumpshare@yahoo.com
Yeah, check yer email.

And hey, thanks for the SotD. :) I never knew of that website.
2005-04-21, 7:03 AM #30
Money - Check your PM... :)
2005-04-21, 5:34 PM #31
Thanks money•bie, if I make any progress I'll shoot you an email on the return address.
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2005-04-22, 10:35 AM #32
k, sounds good.

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