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3 Dimensional Chat / ugly triangles as plain collides w matrix

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qwe
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Location: place
Posted: 8th Oct 2003 03:59 Edited at: 8th Oct 2003 03:59

edit the water thing gets worse as i go higher up
thanks
Van B
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Posted: 8th Oct 2003 12:30 Edited at: 8th Oct 2003 12:31
Set camera range 10,10000

Try that and see how it fares - that usually fixes it for me, but remember to experiment until you get the right settings.

EDIT, Additional - Remember to change the display properties of your skybox, that darker area is caused by the skybox being affected by light, simply disable lighting and ambience on the skybox and it should look much better.


Van-B

My cats breath smells of cat food.
arras
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Location: Slovakia
Posted: 8th Oct 2003 17:06
Not sure but try to change scale, let say 1000*1000 DB units for martix (size)
qwe
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Posted: 9th Oct 2003 07:41 Edited at: 9th Oct 2003 07:41
Thanks for the help with the skybox

The water triangles are not affected by my camera range
edit for the second reply, i don't want my matrix so small, my matrix is the whole island
Van B
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Posted: 9th Oct 2003 12:43
Chris,
Keep trying different camera range values, try making the start range half the width of a tile on your matrix and see what happens - this is how most people combat the problem, I can't think of another way to fix it.


Van-B

zircher
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Location: Oklahoma
Posted: 10th Oct 2003 17:18 Edited at: 10th Oct 2003 17:20
I can't see the original image, but have you tried rotating the model so that it intersects the plane at a seam rather than through the middle of the polygons? The problem (assuming that it is the one that I think it is) is that the renderer is having difficulty in determining which triangle is in front of the other. That is especially bad when triangles intersect in the middle rather than at the edges of a polygon Subtle tweaks to rotation and scaling can help the program to figure that out and reduce or eliminate the jagged intersection of the two objects. Looks at the scene in wireframe mode and that might help.

If it does not blow the polygon budget, you can subdivide the model and increase it's polygon count. This will reduce the effect at the cost of slower rendering speeds.
--
TAZ
qwe
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Posted: 12th Oct 2003 03:10
the models are two very large planes, used as the ocean, at y coordinates 0 and -10, and their x and z coordinates at 10000, 10000

how would i subdivide this?
zircher
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Posted: 15th Oct 2003 05:12
The Make Object Plain command does not allow you to specify the number of polygons used to make the plane. One solution is to create a higher polygon count plane in a 3D editor and use that instead of the make command.

Also, try using the SET OBJECT WIREFRAME command. Perhaps you can simply lower the sky plane to make it meet the water plane at an edge.
--
TAZ
Van B
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Posted: 15th Oct 2003 11:19
You could'nt subdivide it inside DB.

I use a similar 3 plain water effect, and I had that problem - setting the camera range fixed it for me. Perhaps your world is on an extreme scale, I personally like a matrix tile to be 100x100 DB units, makes things easy to guage.


Van-B

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