Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Scooby_Doo on July 07, 2009, 02:57:47 am
-
I'm getting some really odd/messed up cockpits ingame
The frame is smashing into the cockpit, the frame itself is very triangluated, the hud itself is smashed up. The actual hud (still brightly colored) is not even visible.
(http://img.photobucket.com/albums/v356/Shodan_AI/troubles1.jpg)
The two tail sections of the ship are in front of the seat wtf?
(http://img.photobucket.com/albums/v356/Shodan_AI/troubles2.jpg)
I've already turned "show ship" off. It looks ok in pcs2.
-
I had this problem with my forst pit.
I didn't find solution, si i've redo it from scratch and now it's ok :)
-
What's this from? It's quite pretty, aside from the Z-buffer errors...
-
Judging fron icon, look and weapons it's Bloodfang.
-
id say it was a clip distance problem, but it could be a sorting issue too.
-
Correct it's the bloodfang, and it should look something like this (ignoring field of view)
(http://img.photobucket.com/albums/v356/Shodan_AI/cockpit14.jpg)
I'm guessing it could be a clipping, z-buffer and more likely a rounding error.
Here's the triangulation error, look where the shine is on the frame.
(http://img.photobucket.com/albums/v356/Shodan_AI/troubles3.jpg)
-
I had encouncered similar looking error while trying to rescale Omniscaper's planet models.
BTW, great work with cockpit on Reaper. :)
-
That wasn't the repear's cockpit, just a proof-of-concept shot.
BTW is there anything I can do to fix this or just wait till someone fixes the rendering precision?
-
try -clipdist 0.05
it fixed some of my cockpits
-
Even at .01 it doesn't help :(
-
rescale it? :confused:
I mean , enlarge the cockpit,as the code make it have no collision with external ships,you can make your pit as big as you wish .
The only counter part i noticed with that was the zoom with the track ir...
-
Odd, even that doesn't work. I was expecting it to be supersized, but shows up the correct size, just messed up.
Even when scaled up by 10,000
-
i see, just to ensure, can you try to delete one messed up poly and recreate it, reexport to see what happen? (without overwriting your file :p )
ah one question : did you modeled your cockpit from the external hull and dig to make your pit or did you model it from scratch?
Because when i had this problem, i had modeled it from the hull , and had the same problem, no other solution than make it from scratch on my side.. :/
oh and another thing, but maybe you know that already, you should disable mip map on your cockpit texture .
-
not sure I can do that considering even the ship model is appearing inside the cockpit, whole thing rather UGH.
The hull was built seperately, then the ship mesh was imported to it, and unseen polys were deleted.
-
Ok, that what i finally did, and have no problem with that.
Did you try with a different export? (i mean i guess you used collada?) did you try with the old max script just to try?
-
Now that I have a moment to work on this....
I've saved the cockpit pof as the ship pof, turned off $cockpit model and added "Show ship" so that it shows up using the old style. It works out perfectly, except for the fact there's not much of the ship when you view it from outside the ship.
So I'm hazarding a guess it's something about the way it's getting rendered as a cockpit pof.
-
Very strange... :eek: