Zaralot Posted February 21, 2018 Share Posted February 21, 2018 Many objects are being culled when they should not be. I understand that objects fade out past specific view distances, although these instantly flash in and out of sight. Here are some examples. This does not appear to be remedied by scaling or changing rotations of the object, or even changing it's location... strange enough. This fence example, each object was CTRL+C pasted from one another and moved to fit. I am using Noggit 3.1222, I tried saving ADT in other versions although everytime I save the ADT my camera gets launched into the sky when I fly in that area, so. Not sure what that's about but this noggit version is the only one that appears to work for me to save ADT. Here is Example: Happens for many other objects too, rocks, random stuff. https://i.gyazo.com/50c24b63658784be9318bfac20755303.mp4 Please give me any info, I don't want to be spoonfed, but I would like to read and learn more to avoid and remedy this type of thing. Thanks <3 :* Link to comment Share on other sites More sharing options...
wungasaurus Posted February 21, 2018 Share Posted February 21, 2018 - the camera bug is a broken MFBO chunk. Just removing that should fix the issue. - the bad culling I don’t know, sorry. Usually that happens if the model spans multiple chunks and is not referenced in all of them. Try it being exactly in one mcnk to verify that not being the issue. Link to comment Share on other sites More sharing options...
Zaralot Posted February 21, 2018 Author Share Posted February 21, 2018 6 hours ago, wungasaurus said: - the camera bug is a broken MFBO chunk. Just removing that should fix the issue. - the bad culling I don’t know, sorry. Usually that happens if the model spans multiple chunks and is not referenced in all of them. Try it being exactly in one mcnk to verify that not being the issue. No the object is entirely in one chunk. I've read somewhere that if I were to add a reference to the object in surrounding chunks it would not happen. Have not tested though. Link to comment Share on other sites More sharing options...
Zaralot Posted February 21, 2018 Author Share Posted February 21, 2018 From what I'm reading, it is possible that when saving the ADT, the MDDF is not being referenced from MCRF so it is being culled. I will test this theory when I get home. But I may just need to write a 010 script to add problematic M2 to all MCRF in the entire ADT. Link to comment Share on other sites More sharing options...
wungasaurus Posted February 21, 2018 Share Posted February 21, 2018 If it is over exactly one mcnk and the m2 header bounding box values are correct, but it is not in mcrf, please report a noggit issue. Link to comment Share on other sites More sharing options...
Zaralot Posted February 21, 2018 Author Share Posted February 21, 2018 12 minutes ago, wungasaurus said: If it is over exactly one mcnk and the m2 header bounding box values are correct, but it is not in mcrf, please report a noggit issue. It is in MCRF for the chunk. I'm trying to go through wiki but not getting enough information to work out EXACTLY how objects are rendered. What causes the culling? And in this case, what variables are involved in this fence object (and small rocks, etc) being culled when the camera reaches such a short distance from the object while other objects with seemingly smaller scale are just fine with rendering. There doesn't see to be an object limit, the scale of the m2 doesn't seem to matter since I can blow the thing up larger and it makes no effect, it's rotation does not see to matter either. Removing nearby objects don't make any difference either so it isn't like it is being "blocked" by anything to trigger a culling. But what does seem to matter is MDDF of the object, as only that index is affected since I copy and paste them. Yet in 010 I see no difference in the MDDF other than basics like rotation and position. The MDDF index exists in the MCRF of the chunk it is placed, and no other chunks. So what's left? Where is this culling coming from. It is very difficult to understand as the wiki isn't very clear on the variables involved with doodad culling. Link to comment Share on other sites More sharing options...
wungasaurus Posted February 21, 2018 Share Posted February 21, 2018 I am told that this stuff is fixed in new versions of noggit. Try updating please. Link to comment Share on other sites More sharing options...
Zaralot Posted February 21, 2018 Author Share Posted February 21, 2018 1 hour ago, wungasaurus said: I am told that this stuff is fixed in new versions of noggit. Try updating please. I am using the latest version. 3.1222 BETA version. If there is a later version can you please link and I will try. Link to comment Share on other sites More sharing options...
Zaralot Posted February 22, 2018 Author Share Posted February 22, 2018 So this is where the thread dies? Lovely... Link to comment Share on other sites More sharing options...
wungasaurus Posted February 22, 2018 Share Posted February 22, 2018 I don’t have a link to any Noggit version since I never realeased one. I have seen such links in the past on this site so they do exist. The repository is at https://bitbucket.org/berndloerwald/noggit3/. Link to comment Share on other sites More sharing options...
Minozop Posted May 15, 2020 Share Posted May 15, 2020 Did you find a solution to this? I have the same issue with a newer version of Noggit... Link to comment Share on other sites More sharing options...
Yuritsuki Posted May 17, 2020 Share Posted May 17, 2020 Just dont place any wmo or m2 on multiple chunks. Use it as a rule in world design. Bug is still alive. Link to comment Share on other sites More sharing options...
Minozop Posted May 17, 2020 Share Posted May 17, 2020 1 hour ago, Yuritsuki said: Just dont place any wmo or m2 on multiple chunks. Use it as a rule in world design. Bug is still alive. Aah I see, thanks for the help, much appreciated! Link to comment Share on other sites More sharing options...
Aparecido Posted June 9, 2020 Share Posted June 9, 2020 I fix this with GruulMeEditor. Disabling RenderingThing option fix this, I think Im using big alpha maps, by the way (I dnt know if that is important)... If you dont use them, just disable EnvTerraninShaders to Link to comment Share on other sites More sharing options...
Many Objects Disappearing At Camera Angles
By Zaralotin Retro-Porting
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