Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: LtNarol on November 25, 2002, 12:43:32 am
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Alright, one of the most important 158th models, a great floating station in the sky, is having some severe issues.
The station features 2 fly-in hangars, large grand hangars that have about 20-25 meters worth of height. 4 landing strips are textured onto the top. Clipping issues seem to have floor polys from the top hangar clipping through the landing strips on the very top. A similar case with the main hangar has polys from the lower hangar clipping through its flooring. Finally, the lower hangar has polys from the hab module (the model is divided into 3 modules with the hangars in the top and hab below them) clipping through it's flooring.
I've run into this before with other fly-in hangars, but those were all largely unstable models to begin with and were more gineau pigs for my experiments in TS than anything else. This model as far as I can tell is stable and solid.
The second issue has to do with the sun shining bright and clear, straight through the wall of the hangar. The polys are in place, the sun just shines right through.
Input is greatly appreciated, as are suggestions on how to fix these things. I'll have screenshots of the clipping up tomorrow afternoon, but until then, all I have for you is the beautiful picture of the sun disregarding the bounds of the hangar wall.
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I have heard people complaining about that sun issue before as well. I'm not sure, but I think it is caused by the polygon being too large or something like that.
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not sure about the sun prob, but that clipping prob look like you may have the hangar to small. when you fly in between two fairly close together walls but paralell to them, you fairly often see other parts of the model showing through momentarily. (or at least i do-my graphics card is hardly top of the range ;) )
my suggestion would be to try and make the hangers larger in height so the player doesn't have to be that close to the roof and floor. but if that doesn't work, i can't really help.
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It could be that your polys are too big but this reminds me of a problem I once had when I converted the model using PCS.
If you did use PCS try converting the model using cob2pof or cob2fs2 and see if that solves your problem.
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faces parallel (or with similar angle) and very close often have clipping probs and sometimes there can be probs with the converter, switch between cobfs2 and pcs (depending on what you are using) and cross fingers
except for that, if model is triangulized and with not intercepting polys there isn't much i can think about, is the model splitted in subobjects?
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FS is riddled with clipping errors. Many's the time I can approach an Arcadia and see the turrets on the other side, or have a beam cannon go behind a ship, when it should be in front.
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No clipping help here but... THATS NO MOON in the background!