Trouble with disappearing models.
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Trouble with disappearing models.
https://dl.dropbox.com/u/47355875/New%20Folder.zip
1) Just drag this .zip on to gzdoom.exe
2) From the start position, without moving the player, turn your view around.
You will see the roof mesh suddenly appear. Move the view far away enough and the mesh will disappear. This is because the sector that houses the thing is not visible anymore; therefore the thing is not drawn.
Can anyone think of any solutions around this? Using 3-d floors for roof work is not acceptable, due to the way the control sectors have to be precisely aligned, mass producing these houses for a small town (which no doubt, the houses will be all over the place and in different angles too) is out of the question. Using models is the easiest way.
1) Just drag this .zip on to gzdoom.exe
2) From the start position, without moving the player, turn your view around.
You will see the roof mesh suddenly appear. Move the view far away enough and the mesh will disappear. This is because the sector that houses the thing is not visible anymore; therefore the thing is not drawn.
Can anyone think of any solutions around this? Using 3-d floors for roof work is not acceptable, due to the way the control sectors have to be precisely aligned, mass producing these houses for a small town (which no doubt, the houses will be all over the place and in different angles too) is out of the question. Using models is the easiest way.
Re: Trouble with disappearing models.
I realise that this is far from a universal solution but if the structures you want are exactly like the ones in your test map, I'd do it like the attached example (load it on top of your example zip).
Re: Trouble with disappearing models.
Ah, so make the sector that houses the roof the same sector as the outside sectors. To improve performance, I guess what I can do is enclose the perimeter of each house to a large containing sector, so that the engine does still have a chance to occlude the thing... I mean, Sector 1 is going to be huge, and having all of the roofs in the map not culled at all would be a bad thing...
Thanks for the simple solution. :)
Thanks for the simple solution. :)
Re: Trouble with disappearing models.
What I did there is pretty much the principle that I use for most large-ish sized static models. ie make sure that the actor is in a sector that you can always see whenever you should be able to see the model. There are some obvious limitations but it works in many cases.
Creating a containing sector that is just big enough to contain the model (and thereby will always be seen when the model is visible) like you suggest is also very useful. Again there are limitations but it often works.
Here is one of the limitations I have come across when messing with models and trying to ensure that they are always visible:
Another example that you might find useful:
Creating a containing sector that is just big enough to contain the model (and thereby will always be seen when the model is visible) like you suggest is also very useful. Again there are limitations but it often works.
Here is one of the limitations I have come across when messing with models and trying to ensure that they are always visible:
Spoiler:As I mentioned with the above example, creating a "containing sector" can allow you to use invisible 3D floors or other tricks to give the model some fake collision properties. When I'm setting something like that up, I find that it helps to put translucent mid textures on the lines that form the edges of the containing sector so that when I check it in game, I can see how close my sector comes to matching the shape of the model. This can help out quite a bit if the model has a complicated shape. Once it's all done, the mid textures get removed.
Another example that you might find useful:
Spoiler:
Re: Trouble with disappearing models.
... :O
Argh Enjay, you and your mysterious unreleasable mods! :'( :P
But yes, very useful tips, thank you. Will keep these in mind.
Argh Enjay, you and your mysterious unreleasable mods! :'( :P
But yes, very useful tips, thank you. Will keep these in mind.
Spoiler:
- NeuralStunner
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Re: Trouble with disappearing models.
If you used UDMF, there's a sector property perfect for concealing such things.Enjay wrote:However, if you try, you can see the hole in the middle that is actually the same sector as the normally lit surrounding area.
Re: Trouble with disappearing models.
These aren't so much unreleasable as not worth releasing. The first one (with the cars) is a horrible, blocky, simplistic map with not much to do in it and the second is only a tiny area with no real gameplay to speak of - sort of a mapping doodle I suppose.Nash wrote:Argh Enjay, you and your mysterious unreleasable mods! :'(
There is? I'm intrigued. Given that the little square is the same sector as the rest of the surrounding area, would the sector property not affect the entire area as well as the little square?NeuralStunner wrote:If you used UDMF, there's a sector property perfect for concealing such things.
I used UDMF to modify Nash's example (though it took me about three times as long as it would have in an editor that I know properly).
- NeuralStunner
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Re: Trouble with disappearing models.
Heh, that would be a bit of a problem, yes.Enjay wrote:Given that the little square is the same sector as the rest of the surrounding area, would the sector property not affect the entire area as well as the little square?
Re: Trouble with disappearing models.
I got this problem too, I make a huge house and can only see it if I look at the actor directly. So it seem there are solution
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Re: Trouble with disappearing models.
Nash wrote:Argh Enjay, you and your mysterious unreleasable mods! :'(
Re: Trouble with disappearing models.
Is there an explanation for why GZDooM has such a limitation with models? And are there any indications that Graf may be working towards a permanent solution? I am constantly finding that I can't use the work-around when very long models are involved.Enjay wrote:.... make sure that the actor is in a sector that you can always see whenever you should be able to see the model. There are some obvious limitations but it works in many cases.
Re: Trouble with disappearing models.
It has nothing to do with models. Actor Things are like that in the Doom engine: if the sector is out of view, all Things in that sector are not drawn. The same thing will happen with the corpse of a Spider Mastermind in sprite form (which is very wide) .
In most cases, this doesn't manifest in "normal" circumstances, but because we are using huge objects whose geometry perimeter is larger than the sector... it becomes really evident.
This is probably done for performance reasons. Disabling this behaviour in the Doom engine is probably an easy fix (probably just have to comment out the line responsible for doing this) but I guess performance will be really slow because Things wouldn't be occluded anymore...
In most cases, this doesn't manifest in "normal" circumstances, but because we are using huge objects whose geometry perimeter is larger than the sector... it becomes really evident.
This is probably done for performance reasons. Disabling this behaviour in the Doom engine is probably an easy fix (probably just have to comment out the line responsible for doing this) but I guess performance will be really slow because Things wouldn't be occluded anymore...
Re: Trouble with disappearing models.
Double post. Is there possibly another way to build the construct as demonstrated in my first post, but without the flat middle sector to do the sloping? Besides slope tilt Things. So basically what I'm looking for is a sharp triangle silhouette for the house (if viewed from the side).
Re: Trouble with disappearing models.
Can't check - at work, but could you make the roof out of 4 triangles (each slope being a rectangle made from 2 triangles like you would if making a model) and use vertex hights? (I *think* they only work on triangles - right?)
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Re: Trouble with disappearing models.
They're best used on trianglesEnjay wrote: (I *think* they only work on triangles - right?)