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[SOLVED] M2 disappear when I move

By Oldarorn
in Retro-Porting

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Hello ! I've searched an answer on both communities and I haven't found what I'm looking for ( ♫ )

I've downported from Legion to TLK this waterfall ! The only issue I have is : When I move my camera, the model disappears !

I give you some screens and the M2 if you can help... :)

Have a nice day/night/yule/whatever

WoWScrnShot_011818_210019.jpg

WoWScrnShot_011818_210020.jpg

stormwind.zip

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Hm i cant help you but maybe its the same issue that i have with my mechstrider.

So if it is the same i know that it have nothign to do with the particle,camera,animated texture, animation.

After inico talk about a skin problem at his blood patch i will look there next.(Edit. Dont think it is a skin problem, the blood thing was something complete others)

If you found a solution pls share it^^

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2 hours ago, Adspartan said:

The issue does not come from the m2, if you add it alone on a map it won't disappear no matter where you look.

So it comes from the wmo, the m2 gets culled when is should not.

Are you sure? Why my strider diessapear if other mounts not,  this waterfall just dissapear on  special kamera views like my stirder. it feels here realy the same^^.

I try to load it on a flat area and it still happens.

Also i try complete new convert the file and still it happend :<

ANd if im still wrong and it is the wmo what could i do^^

Badfile.png?psid=1

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I thought the m2 was part of the wmo.

It's actually disappearing because old noggit versions were not saving models properly leading to this issue, I fixed it at some point but I don't remember when so it's probably not in the sdl versions released. It will be in the next release though.

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17 minutes ago, Adspartan said:

I thought the m2 was part of the wmo.

It's actually disappearing because old noggit versions were not saving models properly leading to this issue, I fixed it at some point but I don't remember when so it's probably not in the sdl versions released. It will be in the next release though.

Sorry forgot to say this, this screen is not in noggit it is in game. In noggt 3.1.021 it looks so that it not disappear, just in game. :<

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12 minutes ago, Adspartan said:

Believe it or not, I'm aware those screenshots don't come from noggit O.o

As I said previously, it's just that noggit was not saving models properly which lead to this issue ingame.

Ah ok ,so you mean this ^^. Ya but i convert it new from retail and replace just another model. So i have here no custom maps or make any noggit work.

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23 minutes ago, Oldarorn said:

Fixed !

 

I've just had to launch Noggit and resave my ADTs and it's working :)

after this the m2 is other than before? i never work on this way with noggit so idk , and if it is could you send it again that i can compare ^^?

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4 hours ago, Finsternis said:

Hmpf i dont get it why i have still this issue. With your file and new converted. I do nothing in noggit but it happends.

Anyway thx for the info^^

Because the version of noggit you're using doesn't have the fix

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1 hour ago, Adspartan said:

Because the version of noggit you're using doesn't have the fix

I think we have here still a missunderstanding^^.

i use the original waterfall and convert it to wotlk, then i replace the raceflag in 1000k needle with the waterfall and go into the game.

i was never in noggit or edit anything there^^

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11 minutes ago, Adspartan said:

Well in that case of course it'll disappear.

If the model isn't referenced in every chunk he's on that's what happens, the client think the model is not visible and thus it is not rendered.

What you mean with " If the model isn't referenced in every chunk " . Referenced to what?^^ (sorry if im a bit stupid i just dont get it)

But just again the model is  visible but if i have the camera on rnd position the whole thing will disappear.

And i have exact the same issue on the mecha strider, but here sit a character on it and it dissapear too.

I was hoping that i see what is the problem on this simple model, but so much tree´s and i cant find the forest .

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The mechastrider is a different issue.

Doodads spawned on terrain are culled for performance. To do so, the client checks which MCNK is visible, and then looks in the visible chunks which models are in it. 

If you replace a model with one with a different bounding box, this information is incorrect. In the case of lamp post → huge as fuck thing, it will flicker out of existence once you don’t look at the exact spot the lamp post was.

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