View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0000749 | FSSCP | DirectX | public | 2006-01-25 22:08 | 2006-01-31 19:47 |
| Reporter | starman01 | Assigned To | |||
| Priority | normal | Severity | minor | Reproducibility | always |
| Status | closed | Resolution | open | ||
| Summary | 0000749: Strange rendering error on upper screenpart | ||||
| Description | I have noticed (in many new builds, not even sure if that wasn't there in the old ones) that when being inside our carrier models the hangartop will be rendered curved (non-straight, sorry, I don't now the exact grammar), but when you see in my picture in the upper right part you will see what I mean. (The hangar is of course an exact cube) My specs are : P4 3,2 Ghz, 1 GB RAM, Radeon 9800 Pro, newest catalyst installed, playing in D3D (but happens also with older catalyst versions). Flags used are : D:\093\fs2_open_r.exe -spec -glow -jpgtga -2d_poof -ship_choice_3d -wcsaga -snd_preload -ambient_factor 95 -wcsaga | ||||
| Additional Information | I have to admit, this error is only visible inside our hangarbays, in space it's not that much obvious. But our missions begin and end inside the hangar, so I find it personaly very disturbing. Would be great, if someone could figure it out and fix it. Thanks. Starman© (WC-Saga) | ||||
| Tags | No tags attached. | ||||
|
2006-01-25 22:08
|
|
|
|
Weird. Does the hangar bay look more-straight if you move around inside the hangar bay? Does this happen in OpenGL? |
|
|
Moving around shows also the problem, it's always the error in the upper right corner (it's just not so much visible when you fly fast through the hangar). And it happens in OpenGL too. |
|
|
Would it break your code of secrecy if you let someone outside your staff take a look at the model itself? It's hard to see exactly what's going on without seeing it in motion IMHO. EDIT: It looks like everything lines up around the box, so either it's a mapping issue or there's something wierd in general going on with the way those polygons are getting rendered. If the mapping's ok (again, I want to see the model to verify that) then the problem may be similar to the thrusters always to the left bug. edited on: 01-26-06 23:32 |
|
|
In fact, we owe all of you SCP Guys much (a few already have access), and I don't have problems submitting you the model for testing-purpose. :-) Just promise me, not to hand it anywhere else, since we too had already a few leaks in the past and some of our models moved to other projects already without our permission or the correct credits. (Good Thing, we then remodelled then and they get much better then the originals :-) ) I will collect the maps and send you a PM with the download link to you this evening. Starman© |
|
|
Oh don't worry about that. I'm no fan of leaks and art theft by any means. I hope posting a screenshot from deeper in the bay isn't a problem. It looks like there's a little fisheye effect going on in general, but by and large this is an artifact of the mapping. Here's why: the side panels don't align well with the geometry, so while they are unbroken on one side, they are shoehorned to fit on the side with the inner bays. Fly in from the front about 1/4 the way and look directly left and right, and you'll see that the red lights (even with the differing mapping, the one thing that should be consistant from one side to the other if true spacing was preserved) don't line up correctly. So the mapping on top has been aligned to those side panels rather than straight across, so it bends back and forth to accomodate this stretching. The result is the "warping" effect you see in the screenshot that you took. To illustrate this, I replaced the fighterbay map with a simple grid and have attached a screenshot showing some of the more egregous bending. A consequence of this is that your mind interprets the side with tighter tiling compression as being taller (it isn't, you can measure pixels) simply because of the spacing between repeated features, and you think there's some warping happening in the render. Phreak, this is almost certainly a non-bug from the SCP's perspective. Leave it open until starman can voice his concerns but I don't see anything wrong with the way the code is handling the situation. |
|
2006-01-28 00:15
|
|
|
|
So, to check if I got this right, you were saying that this is more a optical illussion because the tilling on the left and right hangarwall hasn't the same value, right ? |
|
|
More or less, yes. It's exacerbated by the fact that the ceiling particularly is aligned to the tiling on the walls rather than being independently tiled. It looks like you UV mapped the box before you actually finished the inner hangerbays and then stretched gap on one side without re-mapping the affected polygons. It's fairly minor (which is why you don't see it more) but it is enough to cause an optical illusion. |
|
|
O.K. thanks for the information. I haven't textured that thing in the first place, and I really doubt that I can do it any better. But nevertheless, it's now my problem, you can close this bugreport :-) |
|
|
Closed upon user request. Optical Illusions 4TL |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2006-01-25 22:08 | starman01 | New Issue | |
| 2006-01-25 22:08 | starman01 | File Added: error2.jpg | |
| 2006-01-25 23:59 | phreak | Note Added: 0004475 | |
| 2006-01-26 20:21 | starman01 | Note Added: 0004494 | |
| 2006-01-27 04:18 | StratComm | Note Added: 0004504 | |
| 2006-01-27 04:32 | StratComm | Note Edited: 0004504 | |
| 2006-01-27 17:21 | starman01 | Note Added: 0004509 | |
| 2006-01-28 00:15 | StratComm | Note Added: 0004512 | |
| 2006-01-28 00:15 | StratComm | File Added: bendylines1.jpg | |
| 2006-01-29 09:04 | starman01 | Note Added: 0004544 | |
| 2006-01-29 22:23 | StratComm | Note Added: 0004554 | |
| 2006-01-31 19:42 | starman01 | Note Added: 0004594 | |
| 2006-01-31 19:47 | phreak | Status | new => closed |
| 2006-01-31 19:47 | phreak | Note Added: 0004595 |