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Many Objects Disappearing At Camera Angles

By Zaralot
in Retro-Porting

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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

a1a73bc65dca49c05122fd5d3b543368.png

8e2c9403721270526ae236df7b9a1cb6.png

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 :*

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- 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.

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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.

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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.

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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.

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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.

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  • 2 years later...
  • 4 weeks later...

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

 

image.png.0e5767348049050649a5bc10dc546091.png

 

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