Jump to content

Chiblue

Members
  • Posts

    589
  • Joined

  • Last visited

Everything posted by Chiblue

  1. According to WIki, update normals is only valid for Terrain?
  2. This appears to be camera culling, I have set the EntityOcclusionMode for the model to 0, but this does not help, can anyone sggest why this is not forcing the camera to render the entity?
  3. Did you create a new project? I am not sure where windows.cpp is coming from? Did you turn of pre-compiled headers... Did you try this tutorial, this worked for me then I extended it.... Gamelib Tutorial The above tutorial is extremely helpful..
  4. The problem is that turning of unicode changes the main entry function for the application, and the IDE, if you ar eusing VS or VC express does not resolve this for you... My suggestion would be to go back and recreate your project as a console application (32 bit) and then add the includes and copy DLLs for the engine... also you will need the SDK and opengl addins...
  5. I understand that, about the 4000 z trace... sorry I did not make myself clear... due to the problems I am having with the camera rendering, I took my scene and removed every object except the terrain and the starting location class... this did not help the rendering issue, but when I use the raytrace there is no longer a pause.. so given that others in this post are raycasting a fair distance more or less the same... Also given that my scene only includes standard Editor objects oildrum etc... then it comes down to what is different... and my only change is that I changed all the collision types, only terrain and veg are the same... all others are different, and they range from 10 to 30 depending upon the game interaction I want... I am not using 30 entity types but I am using 11, 12 then 21... So I was wondering if the entity types used in the collisions are not close numbers does te raycast look for next entity types... i.e. 1,2,3,4, this would explain my behaviour but I do not know how the raycast was implemented so I cannot state this... I guess I should return to the preset collision types and see what happens...
  6. Are you creating a win 32 app or a console app? I don't know if Gamelib works with win apps, I have been using gamelib for a few weeks and works fine with the console... this first few messages are windows messages you probably need to include windows.h, although I am not sure what version you are running... Also what c ompiler IDE are you using, also what version of the LE engine are you using?
  7. Fixed this... and yes it was something stupid... actually.. I am using modified gamelib and when I moved to 2.31 I had to remove a include for engine.h, can't remember why, but I had to put it back for 2.3..
  8. Ok I fixed my problem, well found a work around.. if I remove all entities from the scene and only have the terrain, I no longer have the hangup in the raycast... So what this means I am not quite sure... The one thing I have done in the scene is changed the entity types to be within logical ranges... i.e. Terrain and fixed scene entities have a type of 1 to 10 depending upon thier type, i.e. trees, buildings, terrain etc... Props like oildrum are also in this range... Friendly entities like all player objects are 11 and friendly entities between 12 and 20, enemy entities are 21 to 30... could it be that becuase of these ranges the collision detection is hanging when the raycast moves from an entity type of 21 and the next closest collision is 1... Just a thought...
  9. After spending the entire day trying to understand this problem I am still none the wiser.. Basically I have a gun model with animation... in UU3D and Model Viewer everything works, when I use the model using a 3rd Person camera everything is fine... but when I set the model into the position the gun needs to be in world co-ordinates, when I level the gun model is disappears, when I move up or down it re-appears... the model is rotating with the camera actually it is set as a child entity for the camera... so the distance from the camera is not changing... so I don't see how CameraRange is the issue, this said I changed the camera near range to 0.0001... as small as I can go without causing render errors... If I move the model away from the camera in the z axis i.e. "forward" it does not disappear... even if I have the mesh shown and rotate it still disappears at certain points... this seems to be at 90 degree incrememnts from the spawn rotation, and anything that is level.... i.e. parallel or there abouts to the ground... see the attached now you see it now you don't... Any and all suggestions would be appreciated...
  10. Given my problems with camera rendering in 2.31 I am trying to revert back to running 2.3 but after changing everything I am getting a linter error stating error LNK2019: unresolved external symbol "void __cdecl UpdateController(unsigned char *,float,float,float,float,float,int)" I know I did something wrong but for the life of me I cannot get it to compile, I changed all the controller functions back to not use the crouch option in the parms...
  11. This is definitely a camera issue I added a second camera to follow and view the controller and the mesh shows perfectly with all animation. I changed the camera near setting which had no perceivable affect the only things that affect it are the zoom and moving the model forward on the z. I checked all camera setting and see nothing unless there as something inside le that is impacting this?
  12. Bounding box contains the model at all points in hte animation as far as I can tell in the editor.. Also given that the animation is static at a specific frame and is not changing if the bounding box was the issue would this not cause the weapon to disapear all the time?
  13. It cannot be the CameraRange as it will disappear as the camera rotates, even so I did change this to near = 0.01f and still have the problem... Although if I change the camerazoom to say 1 it works, if I chage it to 1.1 it disappears when level... if I set the model z to say 0.1f it works so long as the zoom is low, i.e. <1.5... so this is obviously something going on with the camera render, not sure what it does not look like culling as the entire model disappears..
  14. I am confused... I do not have a bounding box, I have not set any collisions on the animated object.. or is there a different bounding box I should be considering?
  15. I am using gamelib to create my FPS controller, I have been playing around with different types of weapons, and using rifles or longer barrel weapons everything runs fine, but today I built a pistol into the game and are experiencing some strange events... when I move the weapon up and down when it gets towards level the mesh disappears, I believe this is something to do with it passing through the controller mesh.... when I use a rifle this is long enough and is always passing through the controller mesh... could this be the problem or is something else happening.. there is no animation played at this point that is different than the up or down position? Any suggestions would be appreciated...
  16. ok.. yes I have a config file, I load this and have a setting for scale... I may get chance to play with it, I will let you know if I can find out what the issue is...
  17. That's a shame... yes it seems like pack 5 has this issue with all it's weapons.... I thought I was doing something wrong... Do you always scale by 2? or is it more of trial and error..
  18. I know I have been here before,m I am trying to import the FPSC hud into UU3D everything including textures comes in ok, but when I try to run the animation it messes up... and I don't know what I am doing wrong? See the attached files..
  19. Is there a way of identifying which models are within the camera's view?
  20. I really can't send the entire project even compressed it's over 200mb.. what exactly do you need? If I send you the editor file and the EntityPick function... I am not sure what else would influence this?
  21. The only difference I see is that you are specifically selecting collision type 1, maybe becuase I am allowing all collisino types, transitioning from one to another is causing the problem?? not sure why this would matter... but like I said it seems the function hangs when I transition between one entity and another... i.e. Barrels and terrain...
  22. The z is set to 3000, I cannot be sure but I believe that the hang happens when the pick hits terrain after hitting an object my test scene basically has a terrain with high mounds surrounding an area with grass, barrels and some trees all objects in the scene are standard ones shipped with LE. I removed all custom models incase that was causing the issue. The only other change is that I am trying to get decals to work which is not yet working but may this causes the problem. Although I have seen the hang happen from first start i up. Do you have impacts on terrain? I wish I could be more specific, could there be an issue with OpenGL? Or the windows sdk? What versions of these are you using?
  23. For now I will avoid using lid but performane maybe an issue.
  24. Barrels, trees and some fireppits...
  25. I will try and get you something tomorrow but the problem can be easily teplicated.... Create a scene in editor then do a camerapick every iteration of the game loop and this with represent the same environment. I have even removed the filter call back and still have the problem.... You will not be able to run my code without all models textures and 3rd party classes.. I will try and create a simulation of the problem.
×
×
  • Create New...