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Implementing a cloud layer issue, need expert help! [Solved]

Posted: Sun Jun 30, 2013 6:43 am
by edge123455
I am trying to finish up on my map that I have been working for about a year.
One of the key features is that it needs to have a cloud plane/layer to give it a genuine realistic look as the map is going to have flyers. (something that hasn't been done).

I have made my flat plane through xsi and textured it. I even hex edit to make the clouds scroll. I made the plane as an object to place it in zeroedit.

When I run my map, the cloud plane isn't rendered fully throughout the map, it has the limitations of a normal object and only gets rendered at close distances. I have tried everything to make this simple cloud plane get rendered fully throughout the map but without any luck. It has been months now.

Let me list the things I have tried already:

1) I already increased nearscene and farscene values since my map is going to be big.

2) Tried to change class label and foleyFXgroup to different types to see if rendering would be different.

3) Tried adding the cloud plane to the skyfile as a domemodel which doesn't work, it's a long story but it just doesn't work because of the scroll flag I added for the texture.

4) Tried adding it as skyobject in skyfile but again that doesn't work.

5) Checked all odf and msh option parameters from stock files for rendering values.

As you can see I have tried everything that comes to mind, But I know it is possible because "Redline" the person who made the land to space maps had the sky dome rendered throughout the entire map so you can transition from land to space.

I don't know if there is some parameters in XSI I have to modify to increase the rendering visibility or edit some hidden parameter flags in the msh file itself. I have noticed that some objects like the AT-AT's and the Shield generator from Hoth will be rendered without limitation no matter how far you go. So I assume there has to be something.

Here is a picture of how the cloud plane cuts off. *Note the the other clouds is the default sky dome.
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Here is another picture of where at a certain angle the cloud plane is mostly rendered.
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Here is a picture of the cloud plane placement on zeroedit.
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thanks.....

Re: Implementing a cloud layer issue, need expert help pleas

Posted: Sun Jun 30, 2013 6:56 am
by THEWULFMAN
This is probably what you're looking for.

http://www.gametoast.com/forums/viewtop ... 77#p210477

Re: Implementing a cloud layer issue, need expert help pleas

Posted: Sun Jun 30, 2013 7:03 am
by edge123455
THEWULFMAN wrote:This is probably what you're looking for.

http://www.gametoast.com/forums/viewtop ... 77#p210477
Yeah that's exactly what I tried today but it didn't work. I forgot to mention it in the list .

Re: Implementing a cloud layer issue, need expert help pleas

Posted: Sun Jun 30, 2013 5:28 pm
by Locutus
What do you mean by "it didn't work"?
If you want your model to be seen from great distances you need to include a lowres model.

Re: Implementing a cloud layer issue, need expert help! [SOL

Posted: Tue Jul 02, 2013 3:30 am
by edge123455
So the problem was the lowrez model. I was doing the exporting wrong in XSI. I did not know I had to select all objects in the explorer and then export the object.

Thanks a lot guys. :thumbs: