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(2008.09.16 10:04 PM)ggadwa Wrote: [ -> ]
(2008.09.16 09:34 AM)Kieranator Wrote: [ -> ]
(2008.09.16 09:16 AM)ggadwa Wrote: [ -> ]Kieranator -- which of the maps that I have does this?

[>] Brian

Uh, none of them anymore. O_o

But there are a LOT of obscuring problems on Kastle.

-K

OK, so let me get this straight -- no more crashes (for you) -- but just obscuring problems. I know I need work there, so I'll check out your map.

[>] Brian

Exactly.
(2008.09.16 10:53 PM)Kieranator Wrote: [ -> ]
(2008.09.16 10:04 PM)ggadwa Wrote: [ -> ]
(2008.09.16 09:34 AM)Kieranator Wrote: [ -> ]
(2008.09.16 09:16 AM)ggadwa Wrote: [ -> ]Kieranator -- which of the maps that I have does this?

[>] Brian

Uh, none of them anymore. O_o

But there are a LOT of obscuring problems on Kastle.

-K

OK, so let me get this straight -- no more crashes (for you) -- but just obscuring problems. I know I need work there, so I'll check out your map.

[>] Brian

Exactly.

OK, that's good to know, so a lot of progress there, I need to fix cyst's problems and I should be closer.

[>] Brian
Cyst -- one thing I noticed right off the bat about your maps is I don't think your getting proper OBJ's exports (if that's how it's built.) Somebody else can probably better explain this -- basically, if you have a room, instead of it being a couple quads, it's dozens of very long and thin triangles.

This is what's causing the physics problem and I'll look into correcting this but it's obviously not optimal.

Sadly, I can't get them to crash doing the same thing that you did (just running the map.) I'm not sure why, but I'll go over the transparent code to see why. Both maps worked fine for me.

[>] Brian
Quote:Cyst -- one thing I noticed right off the bat about your maps is I don't think your getting proper OBJ's exports (if that's how it's built.) Somebody else can probably better explain this -- basically, if you have a room, instead of it being a couple quads, it's dozens of very long and thin triangles.

This is what's causing the physics problem and I'll look into correcting this but it's obviously not optimal.

Sadly, I can't get them to crash doing the same thing that you did (just running the map.) I'm not sure why, but I'll go over the transparent code to see why. Both maps worked fine for me.

[>] Brian

OK, I can export my meshes to quads instead of triangles if that's what the problem is. That's me being lazy and building maps with n-gons and letting the exporter triangulate Smile

Maybe the crashes are one of those weird intel-only things?
Intel-only bug should be out of the question. If you recall, Brian has an intel mac to test on.
Brian I have a feature request that I think many people will REALLY like a lot.

My idea is for Editor to split OBJ files into separate meshes, on importation, based on materials. Animator already does this technically, so you can split one model into many materials, and in Animator, select the texture and it will select the vertexes assigned to it.

I request this, because I'd like to be able to define the meshes of my map before importation. Being able to split and combine meshes is a great feature, and very useful, but it needs to be taken a little farther.

The OBJ imported could probably be a lot of meshes, so it would be best to have the multiple meshes combined into one, but easily separate by hitting the separate mesh button. I think somebody already requested mesh hierarchy, so multiple meshes could be resized and edited and moved in a more straightforward manner.

This would also allow us to texture more maps in Blender and other 3D modeling programs.


Btw, I ask this, because I've been researching how Unreal 3 maps are built, and their use of static meshes and in-editor models is really good, and it works like what I've suggested.
http://www.leveldk.co.uk/ut3_1.htm

I don't expect this to be done any time soon though. It's not urgent or anything.
(2008.09.17 02:25 PM)Alexander Smith Wrote: [ -> ]Brian I have a feature request that I think many people will REALLY like a lot.

My idea is for Editor to split OBJ files into separate meshes, on importation, based on materials. Animator already does this technically, so you can split one model into many materials, and in Animator, select the texture and it will select the vertexes assigned to it.

I request this, because I'd like to be able to define the meshes of my map before importation. Being able to split and combine meshes is a great feature, and very useful, but it needs to be taken a little farther.

The OBJ imported could probably be a lot of meshes, so it would be best to have the multiple meshes combined into one, but easily separate by hitting the separate mesh button. I think somebody already requested mesh hierarchy, so multiple meshes could be resized and edited and moved in a more straightforward manner.

This would also allow us to texture more maps in Blender and other 3D modeling programs.


Btw, I ask this, because I've been researching how Unreal 3 maps are built, and their use of static meshes and in-editor models is really good, and it works like what I've suggested.
http://www.leveldk.co.uk/ut3_1.htm

I don't expect this to be done any time soon though. It's not urgent or anything.

That's a great idea -- splitting meshes in Editor would be a pain no matter how you did it -- and by material is a good solution. This is something I'll be looking into!

[>] Brian
OK, my crash situation just got a lot more bizarre. Transparencies don't make the engine crash immediately if I disable shadows in the engine settings (this is especially weird considering that this map doesn't have any lights or any objects other than the player, so there shouldn't be any shadows at all).

HOWEVER, if I disable shadows and play the map, I get very strange visual artifacts* that eventually lead to apparently random crashes. Again, all of these problems go away if I replace the transparent textures with opaque ones. I would actually guess that it was a hardware problem if it weren't only happening in the dim3 test releases.

* in the linked video, there is no map geometry along the plane where the flashing colors are. There isn't supposed to be anything there at all.
Haven't been able to test the last few versions (no time at all) but I just tested this one and...
My black map is still black. No light at all, even though I placed lights/activated ambient light/turned lighting off.
(2008.09.17 02:31 PM)ggadwa Wrote: [ -> ]That's a great idea -- splitting meshes in Editor would be a pain no matter how you did it -- and by material is a good solution. This is something I'll be looking into!

[>] Brian

Awesome! Thank you so much.
(2008.09.17 04:08 PM)cyst Wrote: [ -> ]OK, my crash situation just got a lot more bizarre. Transparencies don't make the engine crash immediately if I disable shadows in the engine settings (this is especially weird considering that this map doesn't have any lights or any objects other than the player, so there shouldn't be any shadows at all).

HOWEVER, if I disable shadows and play the map, I get very strange visual artifacts* that eventually lead to apparently random crashes. Again, all of these problems go away if I replace the transparent textures with opaque ones. I would actually guess that it was a hardware problem if it weren't only happening in the dim3 test releases.

* in the linked video, there is no map geometry along the plane where the flashing colors are. There isn't supposed to be anything there at all.

I'm tracking this, thanks for the additional info. So much of dim3's rendering engine is completely new that I'm kind of back to square one for testing. I'm just starting to optimize, too, so I'll try to get to these. I have some ideas where to look, at least.

Would you mind be a testing monkey for me? It might be easier to generate some test over a couple days and have you run them to see if you get the same effect (as I can't recreate.)

Just send me some email if you are OK with this, and I'll try to work up some test versions for you.

[>] Brian
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