HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

The doodads disappear when the camera get too far

03-14-2005, 06:08 PM#1
Guest
I have this problem with a few doodads as you see in the title. It's kinda annoing expecially for walls, since they vanish, leaving empty spaces here and there in the fence. There's an option in the object editor, but it don't seems to solve the problem, so i guess my models are missing something. Any suggestion?
03-14-2005, 08:12 PM#2
TheFirstSword
Quote:
Originally Posted by Nasrudin
I have this problem with a few doodads as you see in the title. It's kinda annoing expecially for walls, since they vanish, leaving empty spaces here and there in the fence. There's an option in the object editor, but it don't seems to solve the problem, so i guess my models are missing something. Any suggestion?
I'm not to good with this, but maybe make them bigger? just a suggestion...

-TFS
03-15-2005, 04:21 PM#3
Guest
Thanks, but that don't solve the problem. I think it's a mdl editing issue, but i have really no idea of what to change.
03-16-2005, 08:54 PM#4
BlinkBoy
that depend on near far clips, they set the visibility range in a camera, increase the far clip and you could fix the problem (i'm not sure if is near or far, but try both)
03-16-2005, 09:32 PM#5
Guest
I must have been a bit unclear. The problem is that they disappear when the camera get too far from the origin (see picture, i can't express it better in words). I've made all the doodads from the mdl primitives that i found on oinkerwinker site, and since this not happen with blizzard models, i guess i have to tweak something. Only, i don't know what.
03-17-2005, 06:59 PM#6
Rao Dao Zao
You must be missing some lines from your animation sequence sections...
Anim "Stand" {
Interval { 42, 2083 },
MinimumExtent { -200, -200, -200 },
MaximumExtent { 200, 200, 200 },
BoundsRadius 100,
}
You'll need to modify the Max and Min extents so they're not too big or too small, but something along these lines should sort your problem.
03-17-2005, 09:55 PM#7
Guest
Quote:
Originally Posted by Robe
You must be missing some lines from your animation sequence sections...
Anim "Stand" {
Interval { 42, 2083 },
MinimumExtent { -200, -200, -200 },
MaximumExtent { 200, 200, 200 },
BoundsRadius 100,
}
You'll need to modify the Max and Min extents so they're not too big or too small, but something along these lines should sort your problem.

Thanks for reply. Well, i don't really know were i'm wrong, because i tried a lot of values, but no way, i didn't solve anything. I'm posting one model as an example, if someone can fix it and point out my error. If you don't want to do it for me, do it for the community - some of the new Gaiascape models suffer from this bug also... think about how many sad terrainers are waiting for them. Think about the dark, empty lonliness they are feeling... only you can bringh the light to their hearts... oh, life is such an hard, cruel thing... *sniff*



please?


Oh, yeah, this model is meant to use at last a 3x scale in the world editor :god_help_us:
03-18-2005, 06:21 PM#8
Rao Dao Zao
Hmph. In the example you've posted, the animation section looks like this:
Anim "Stand" {
Interval { 0, 3333 },
}
You haven't got the boundsradius defined, thus the model will disappear when its origin is not on screen - as far as the computer knows, that's fine.
What is should look like is this:
Anim "Stand" {
Interval { 0, 3333 },
MinimumExtent { -200, -200, -200 },
MaximumExtent { 200, 200, 200 },
BoundsRadius 100,
}
Which means that the camera must go over 100 (or 200, I'm not quite sure whether its the extents or the boundsradius that does the actual work) units from the origin for the model to be removed. Replace the anim sequences in the offending models with this one, or just cut the Min/Max and BoundsRadius lines and insert them as above.
03-18-2005, 08:11 PM#9
Guest
I tried, but there are several lines in a mdl like those that you suggested. Adding the values only to the animations don't worked, so i tried to add them also at the beginning of the mdl. I managed somehow to alter the range in wich the doodads are visible, but i'm not sure how.

Quote from worldwatcher's MDL description:


"The used mdl version, probably there for compatibility reasons, for current standard wc3
models always \FormatVersion 800".
2.2 Model
Model ``name'' f NumGeosets nrOfGeosets,
NumBones nrOfBones,
NumGeosetAnims i1, NumHelpers i2, NumAttachments i3, NumEvents i4,...
BlendTime bt,
MinimumExtent f x min, y min, z min g,
MaximumExtent f x max, y max, z max g,
BoundsRadius bounds,
g
The Model part contains general info about the model. The name can be anything, and
doesnt have to be unique across models. NumGeosets is the number of geosets of the model,
NumBones is the number of Bones of the model. There are other parts, like NumGeosetAn-
ims that gives the number of GeosetAnims, and is optional in the sense that not every model
has GeosetAnims and isnt ¯lled in in that case. MinimumExtent, MaximumExtent and
BoundsRadius deal with what parts of the model can be clicked on to be selected and how
far from o® the screen a model's origin can be before the model disappears1. Whatever you
type in this section, doesn't seem to a®ect the model, but I guess it's better to keep it correct
as possible."

Does someone know what the hell exactly should i do?
03-23-2005, 02:14 PM#10
alreadyused
are you actually using a modelling program to do your work or you just using oinkers tools?? If your not using a program you should try that. Gmax is free on discreets cite. Or you could get 3ds max 7 student version for around 500 to 600 bucks depending on how serious you are about modelling, btw your model looks pretty nice.
03-23-2005, 02:59 PM#11
Cookie
This is a not specified limitation of the wc3 engine. Even with art tools generated files , models tend to disappear if the object spot is too far from camera. Hence everything is relatively compact (models). There are ways to fix this but I cant recall what (try making them of catogory destructable, perhaps that might do the trick)
03-23-2005, 03:03 PM#12
alreadyused
Quote:
Originally Posted by Cookie
This is a not specified limitation of the wc3 engine. Even with art tools generated files , models tend to disappear if the object spot is too far from camera. Hence everything is relatively compact (models). There are ways to fix this but I cant recall what (try making them of catogory destructable, perhaps that might do the trick)

are you saying this is done to conserve game capabilitys? like less lag when your not in range of a model it wont show ?
03-23-2005, 09:57 PM#13
Guest
Probably, yes. I made some progress thanks to my superior mind (and a big tunnel model i found in the ultimate terraining map :god_help_us: )
The solution is indeed in the lines Robe mentioned (however, they have nothing to do with animations); if you want to take a look, the new models are here http://www.wc3campaigns.com/showthread.php?t=72822
As you can see in the picture, the lines must be placed at the start and at the end of the mdl file. Still, i'm not sure what do min\max extent exactly mean, as well as bound radious. :( This is annoing, because when i imported the model, i found the selection circle extremely big, and i think that could be avoided (sure, it can be resized in the WE, but try to change it for dozens of models... )