Invisible Object?

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Delta-1035
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Invisible Object?

Post by Delta-1035 »

Well, i really don't know how call this topic, anyway this is my problem:

I'm working on a map of the Geonosis Arena (yep, another one).

When I spawn my trooper, near me i can se the arena:
Hidden/Spoiler:
Image
but if I look most away from me...
Hidden/Spoiler:
Image
...it's invisible.

Only if i zoom with my gun i can see completly the arena:
Hidden/Spoiler:
ImageImage
Can anyone help me to fix this problem? thanks
Last edited by Delta-1035 on Thu Jul 16, 2009 7:05 am, edited 1 time in total.
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Re: Invisible Object?

Post by Super_Clone »

Its a sky file settings issue, increase the view distance (line might be named different, not sure off the top of my head), and you'll be fine
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Re: Invisible Object?

Post by YaNkFaN »

that looks like a sky problem possibly or the actual object itself (i'm thinking sky because it's blending into the background

go into abc.sky file in data_abc/worlds/abc/world1 and delete all the stuff under sky info so the only thing you should have is dome info with your dome .msh called
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Re: Invisible Object?

Post by Delta-1035 »

I did what YaNk said, and it's better but not fixed:
Hidden/Spoiler:
Image
This is my AGA.sky (AGA=my map name :wink: ):
Hidden/Spoiler:
[code]DomeInfo()
{
Texture("geo_sky.tga");
Angle(190.000005);
Ambient(128.000038, 128.000038, 128.000038);
Softness(1);
SoftnessParam(60);


DomeModel()
{
Geometry("geo_sky_dome");
Offset(0.0);
MovementScale(0.995);
}
DomeModel()
{
Geometry("geo_sky_dome_rim");
Offset(0.0);
MovementScale(0.995);
}

DomeModel()
{
Geometry("geo_sky_dome_arena");
Offset(0.0);
MovementScale(0.995);
}

DomeModel()
{
Geometry("geo_sky_spire");
Offset(0.0);
MovementScale(0.995);
}

DomeModel()
{
Geometry("geo_sky_dome_2");
Offset(0.0);
MovementScale(0.995);
}

DomeModel()
{
Geometry("geo_sky_explosions");
rotationspeed(0.003, 0,1.0,0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_1", 1.0);


Effect("spa_sfx_skydomeexplosions", "hp_sky_4", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_5", 1.0);

Effect("spa_sfx_skydomeexplosions", "hp_sky_7", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_8", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_9", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_10", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_11", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_12", 1.0);

Effect("spa_sfx_skydomeexplosions", "hp_sky_14", 1.0);
Effect("spa_sfx_skydomeexplosions", "hp_sky_15", 1.0);


}

LowResTerrain()
{
Texture("geo1");
PatchResolution(8);
}
}


//Big rep flyer
SkyObject()
{
Geometry("rep_fly_assault_DOME");
NumObjects(2);
Height(200, 300);
VelocityZ(20, 50);
Distance(1500);
InDirectionFactor(2);
}

//Rep fighters
SkyObject()
{
Geometry("rep_fly_gunship_DOME");
NumObjects(20);
Height(80, 140);
VelocityZ(80, 120);
VelocityY(-10, 10);
Distance(600);
InDirectionFactor(0.5);
}

//CIS fighters
SkyObject()
{
Geometry("cis_fly_droidfighter_DOME");
NumObjects(20);
Height(80, 140);
VelocityZ(80, 100);
VelocityY(-10, 10);
Distance(300);
InDirectionFactor(0.5);
}

//CIS rockets
SkyObject()
{
Geometry("cis_fly_techounion_DOME");
NumObjects(8);
Height(0, 0);
VelocityY(10, 12);
Acceleration(0.0, 2.0, 0.0);
Distance(1000);
LifeTime(80.0);
}



[/code]
I deleted that part you said but it still unsolved. What should I do?

PS: I didn't do what Super_Clone said just because YaNkFaN was more clear, so no offence to you, Super_Clone.
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Re: Invisible Object?

Post by Fiodis »

Unfortunately, what Super_Clone said is correct. The arena is vanishing at a certain point and showing up when you zoom in because the sky file is putting a limit on how far you can see. If you search for this number (I can't recall it off the top of my head) and increase it, you will be able to see farther and thus see the full arena. I hope I cleared things up a bit.

EDIT - Skimmed through your sky file, just noticed it. :wink:
It seems the thigns you deleted are what you needed. So maybe you could borrow bits from a stock sky file to fill in the gaps. Unless you made a backup before you deleted anything?
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Re: Invisible Object?

Post by Super_Clone »

Heheheh... Trust me, I have experience with stuff, even if I never use it, I still learn it
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Re: Invisible Object?

Post by YaNkFaN »

exactly what i was saying by getting rid of the sky info it sets that value to infinity. @delta try deleting the lowres texture part

LowResTerrain()
{
Texture("geo1");
PatchResolution(8);
}

from the sky file. Then clean and remunge and see if it works
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Re: Invisible Object?

Post by MercuryNoodles »

Wouldn't it not be advisable to let the engine determine how it renders everything, especially not knowing what exactly its defaults are? (I've not seen anything that suggests the ranges are set to infinity, or high enough to seem so.) I would say it's better to actually edit the values as needed, so you can control what is or isn't rendered. I can't really explain as well as I'd like, so I'll refer you to these posts.

http://www.secretsociety.com/forum/disp ... sp?mid=611

http://www.secretsociety.com/forum/disp ... sp?mid=895

I would consider these important, as it will determine actual framerate ingame. The more you're rendering, the greater the workload for the system. I think it would be considerate of us not to simply let the game render objects unnecessarily, since not everyone will have a high end system.

Edit: To stick to what I meant to do, those parameters should be in placed back in the sky file, even if you need to copy it from the map template, then edit the values until the arena shows up as desired.
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Re: Invisible Object?

Post by YaNkFaN »

it's actually less rendering because of the fact that after a certain distance the game starts to use lowres textures. If you then have to apply fog or a color to those textures it takes more to render. Yes you could set the value in the sky info to 5000 or some ther high number but it's much easier and much more efficient to just remove it completely. If you want to put it back by all means put it back but change the values to extrememly high numbers. Most maps in BF2 use this because of their small size and the developers wanted small visibility ranges.
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Re: Invisible Object?

Post by MercuryNoodles »

This goes a bit beyond just being a technical issue. While I doubt whatever the engine defaults to is insane (likely somewhere close to what would run well with the better machines of the day), it must be increasing the values and therefore the amount of objects rendered, according to what you mentioned earlier. If that default can't be quantified, how can one be sure the settings are optimal? I wouldn't call that efficient, though it's certainly easy. A good mapper should always consider how these settings will impact a system other than their own. A map that's only playable for the higher end systems (due to high values that the user can't control) won't be as well recieved as one that plays well on a fair range of machines with varying capabilities. In the end, we're modding not simply for ourselves, but for our fellow gamers as well, or else we'd never release our work. ;)
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Re: Invisible Object?

Post by Delta-1035 »

YaNkFaN wrote:exactly what i was saying by getting rid of the sky info it sets that value to infinity. @delta try deleting the lowres texture part

LowResTerrain()
{
Texture("geo1");
PatchResolution(8);
}

from the sky file. Then clean and remunge and see if it works
I did this^ but it looks just like before.
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Re: Invisible Object?

Post by AQT »

Add this to your .sky file:
Hidden/Spoiler:
[code]SkyInfo()
{
Enable(1);

PS2()
{
NearSceneRange(0.100000, 70.000000, 100.000000);
NearSplitScreenRange(0.100000, 50.000000, 60.000000);
FarSceneRange(3000.000000);
}
PC()
{
NearSceneRange(100.0, 150.0, 150.0, 200.0);
FarSceneRange(200.000000, 1000.0);
}
XBOX()
{
NearSceneRange(0.200000, 90.000000, 130.000000);
NearSplitScreenRange(0.200000, 70.000000, 100.000000);
FarSceneRange(3000.000000);
}
}[/code]
Make sure it goes before everything else.
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Re: Invisible Object?

Post by Delta-1035 »

@AQT: :? Well, that did worse...
Hidden/Spoiler:
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