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DarkBASIC Professional Discussion / Odd trouble with Direct X object.

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The Lemac
21
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Joined: 12th Nov 2002
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Posted: 12th Nov 2002 07:42
I have a fps coded that works great - nice movement, collision works well, bsp loads fine and so on... Only one problem. When I load a direct x version of my bad guy and try to look down on him while he's laying dead on the ground, he disappears. I move the camera up a little bit, and he reappears. If I look STRAIGHT down at him from above, he sometimes reappears, sometimes not. It's really weird.

Any one else notice such a thing?
The Lemac
21
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Posted: 12th Nov 2002 09:48
An update - this does not occur with 3ds models. They show up fine in the viewport. If Milkshape could export animation to 3ds all would be well

I should also mention that I'm using the demo right now, as my CD has not yet arrived.

Here's the code I'm using to load the object:



and here are some screenies of the effect:
Now you see him....


Now you don't....


(hopefully they'll come out)

Is it a bug? A coding mistake? A problem with the model? Too much beer? Not enough beer? I dunno guys...

The Lemac

Scorpyo
21
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Joined: 26th Aug 2002
Location: italy
Posted: 12th Nov 2002 18:54
It seems like the gun aim (cross) interferes with the character..
when it's over it the camera renders the aim but clips out the soldier..
Just guessing..
Try different camera ranges or try removing the gun aim to see if just the view angle does it or it's the aim before the gun.
Also remeber that on unpatched version the objects behind a transparent plane get hidden..(bug)
cheers

The Lemac
21
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Posted: 12th Nov 2002 19:54
Thanks for the reply!

Looks like it's a bug with direct X objects - I removed the gunsight and still doing it. I also exported one frame of animation to a 3ds file and the 3ds doesn't do it.

Just to rule it out, I'll download the latest nvidia drivers... just in case

Thanks,
The Lemac

The Lemac
21
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Posted: 12th Nov 2002 20:18
OK, newest nvidia drivers for XP are in and still doing it.
grrrrrrrrr......

Must be a DBP bug. We'll see if the CD does it too - if so
I'll just have to export to 3ds until they fix it... :-(

Does anyone know of a proggie that will export direct x
objects to ONE 3ds WITH animation? Closest I found is a
shareware program called CharacterFX, that will export
each frame as a seperate 3ds... better than doing it by
hand I suppose, but that would be a REALLY inefficient use
of resources in my game... 96 frames of animation X all
the different types of bad guys I'm going to add... yuck.


And that's not even counting walking running, shooting,
etc. for each - that's just standing around and dying. I
estimate each model will have at least 300+ frames of
animation when I'm done...

The Lemac

Mirthin
21
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Joined: 13th Oct 2002
Location: Land of the Rising Haggis
Posted: 12th Nov 2002 20:37
We're getting patch 3 before christmas.

This has "Fiasco" written all over it.
swdave
21
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Joined: 6th Oct 2002
Location: United States
Posted: 13th Nov 2002 03:28
A... He is dead and some underground scavenger ate him.

B... He is sneaky and may be lurking behind you.

C... yrotate object doesnt work correctly.

The Lemac
21
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Posted: 13th Nov 2002 06:12
>A... He is dead and some underground scavenger ate him.
I like that answer... but I doubt my prospective
publisher will go for it

>B... He is sneaky and may be lurking behind you.
No, just invisible, and still very dead.

>C... yrotate object doesnt work correctly.
Not using that. All the animation resides in the
model file itself.

It's enuff to drive a guy nuts... I just tried exporting
all the frames to 3ds and rapidly cycling thru them to
create the animation and now dbp just crashes. Same
happens when I use MD2 and MD3 formats. Is it too late
to become a brain surgeon? It might be easier than
coding this $@##$#$# game....

Regards,

The Lemac

"Just wut the Sam Hill is a dadgummed leemack anyhoo?"
swdave
21
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Joined: 6th Oct 2002
Location: United States
Posted: 13th Nov 2002 08:22
Line 4:
yrotate object 300, 270

rapscaLLion
21
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Joined: 29th Aug 2002
Location: Canada
Posted: 13th Nov 2002 14:53
ya... I've got some wierd culling problems on my end... and a matrix where one tile absolutly refuses to raise...

Alex Wanuch
aka rapscaLLion
Kousen Dev Progress >> Currently Working On Editors
Dreamora
21
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Joined: 20th Sep 2002
Location: Switzerland
Posted: 13th Nov 2002 23:20
hmm ... how about "he is nearer than cam minimum range?"
does this sound good too you? i think this will be the prob
you have to set the minimum range of the cam to 0

SavageRaider
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Joined: 13th Nov 2002
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Posted: 14th Nov 2002 02:52
I have tried animating in 3DS??? I have noticed that this problem does not happen with 3DS animated objects. I have found that .X has been super buggy at best.

Words are nothing unless they are backed up by a big stick.
The Lemac
21
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Joined: 12th Nov 2002
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Posted: 14th Nov 2002 05:45
>Line 4:
>yrotate object 300, 270

Well, I took that out and it still does it. But yeah, I guess I was using it - d'oh!

Tried the camera range 0 thing too - no go there - that makes the whole scene disappear.

Anyhow, I think it's a bug to be fixed for patch 3 - I hear they are totally redoing the object handling so I'm guessing it's a known issue.

Thanks for all the replies gang! That's what makes this forum awesome.

The Lemac

"Just wut the Sam Hill is a dadgummed leemack anyhoo?"
Lee Bamber
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Posted: 15th Nov 2002 22:05
Patch 4 will be the DBO model system replacement. In the meantime, please send me your code and media and I will find out why your objects disappears My email address is lee@darkbasic.com

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