Author Topic: Turret arm positioning broke  (Read 3348 times)

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Offline Spoon

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Turret arm positioning broke
With recent builds, its not quite working as it used to:

It still looks fine in pcs2 and this doesn't appear to happen in RC5. So something got changed/borked semi recently?
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline zookeeper

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Re: Turret arm positioning broke
Umm, what's the problem precisely? I can't really tell from the picture.

 

Offline Spoon

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Re: Turret arm positioning broke
I figured that the majority of HLP would have at least touched WoD at some point in their lifes by now...


This is what it should look like.
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Thaeris

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Re: Turret arm positioning broke
The problem in visualizing this in general is visualizing this in general. Floaty translucent crystalline ships might be better observed in wireframe mode...

:nervous:
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"Look on the bright side, how many release dates have been given for Doomsday, and it still isn't out yet.

It's the Duke Nukem Forever of prophecies..."


"Jesus saves.

Everyone else takes normal damage.
"

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"pirating software is a lesser evil than stealing but its still evil. but since i pride myself for being evil, almost anything is fair game."


"i never understood why women get the creeps so ****ing easily. i mean most serial killers act perfectly normal, until they kill you."


-Nuke

 

Offline General Battuta

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Re: Turret arm positioning broke
The giant crystal ball should be floating above the turret base, instead it's stuck inside it.

 
Re: Turret arm positioning broke
uh... whats WoD? :( i have been here for years and never seem taht before...

 

Offline General Battuta

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Re: Turret arm positioning broke
uh... whats WoD? :( i have been here for years and never seem taht before...

Play Wings of Dawn, in terms of pure technical accomplishment and creativity it is easily the best campaign ever made.

 

Offline zookeeper

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Re: Turret arm positioning broke
I've played WoD but that doesn't translate into me immediately seeing what's wrong from a picture like that. Anyway, it looks like the arm (likely!) gets drawn at 0,0,0 + arm's offset, rather than 0,0,0 + turret's offset + arm's offset. I dunno how it could do that though, without all other multiparts or other chained submodels getting similarly drawn wrong. Can you narrow down when it broke at all? Trunk, or .14? Sure it's on a standard build and not for instance Swifty's submodel rendering thingy build?

 

Offline Spoon

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Re: Turret arm positioning broke
I can't narrow it down unforunately because nightlys have been disabled for like... forever.
It happens on all three builds that I have here, I think the oldest of these is a test build for weapon flyby sounds that Valathil coded. Alas I have no idea which revision or trunk version or whatever that is. So it could be somewhere inbetween that and whatever RC5 is at.
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline headdie

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Re: Turret arm positioning broke
uh... whats WoD? :( i have been here for years and never seem taht before...

Play Wings of Dawn, in terms of pure technical accomplishment and creativity it is easily the best campaign ever made.

translation, it is the only near total conversion to be done by a single person
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Offline Spoon

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Re: Turret arm positioning broke
Talking with the ever wise Swifty on IRC, we discovered that:
Quote
[01:34] <Swifty> valathil's fix for transparencies screwed up rotations and offsets if they're any deeper past detail0
[01:34] <Swifty> and transparent
And this turret just so happens to fit those conditions, being transparent and all that.
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Swifty

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Re: Turret arm positioning broke
This is a result of the transparency fix that was done by Valathil a few months back. When the transparency code is saving submodels to render last, the code is only saving the submodel's matrix relative to it's parent while not even saving model offsets. That's fine for any transparency submodels that are direct children of the main detail model and don't have an offset other than (0, 0, 0). Any transparent models that go deeper than one past detail0 and positioned elsewhere on the model will look incorrect.
« Last Edit: April 13, 2012, 07:19:07 pm by Swifty »

 

Offline zookeeper

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Re: Turret arm positioning broke
Right, transparency. So that's why no other chained submodels are affected. Makes sense. :yes:

 

Offline Valathil

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Re: Turret arm positioning broke
I was really sure i handled that in my code but ill take a look at it.
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Offline Legate Damar

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Re: Turret arm positioning broke
Just say they redesigned the Adasya  :P

 

Offline Valathil

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Re: Turret arm positioning broke
Fix is in trunk. Its now possible to have transparent submodels on an arbitrary depth in the submodel tree.
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Offline Spoon

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Re: Turret arm positioning broke
Fix'd, good job  :yes:
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them