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Weard Model problem during game play #7660
12/19/01 11:55
12/19/01 11:55
Joined: Apr 2001
Posts: 425
Pittsburgh PA
RAFU Offline OP
Senior Member
RAFU  Offline OP
Senior Member

Joined: Apr 2001
Posts: 425
Pittsburgh PA
Hello.. I have a male model that is in my game. He has around 2,500 polys. When the camera is close to him he looks fine. But as the camera moves away from the model, polygons in his face disappear and holes seem to form in the model. What is the reason for this? I check and all polygons are facing outwards. Again he looks fine close up but when the camera is far from him holes appear in the model, especially around the face. His whole face seems to disappear.

Thanks,
Brad



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Re: Weard Model problem during game play #7661
12/19/01 13:39
12/19/01 13:39

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Anonymous
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is there a whole bunch of polys in his face?

have you tried it on other systems?
what video card do you have?


Re: Weard Model problem during game play #7662
12/19/01 14:06
12/19/01 14:06

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Anonymous
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Widget's on to something.. based on what you described it sounds like a video card problem.

First things first, make absolutely sure you have the latest drivers for your video card. If that doesnt work, try to download alternate drivers, often enough some brands offer beta drivers for clients to download.

Since I havent had any problems such as this myself in a5 my first instinct is that this is a hardware problem.. just my two cents


Re: Weard Model problem during game play #7663
12/19/01 15:03
12/19/01 15:03

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RAFU.
I disagree with Penny and Widget, 2500 polys for a model is HUGE!

A5 can't really handle it... it wasn't made to. The "hole" you see are affected by the clip range.
Because their are a lot fo polys in the model, some will disappear. With a5 you can howevert adjust the clip range. BUT I suggest that the model you are using has too many polygons. Still look up clip range, and change the number higher than the default in your wdl.


Re: Weard Model problem during game play #7664
12/19/01 16:52
12/19/01 16:52
Joined: Jul 2001
Posts: 4,801
netherlands
Realspawn Offline

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Realspawn  Offline

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Joined: Jul 2001
Posts: 4,801
netherlands
i agree with static reduce the poly count and your problem will be solved i had the sameusing
poser characters they had way toooooooooooo many
polys


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Re: Weard Model problem during game play #7665
12/19/01 19:36
12/19/01 19:36

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well not knowing A5 had a limit on the polys displayed I think I made a pretty good educated guess.

not offended,


Re: Weard Model problem during game play #7666
12/19/01 19:54
12/19/01 19:54

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Widget I am sorry I was not insulting your anaylsis. I was just suggesting my own alternative.... please do not take offense, you may be correct.
Take it easy...

Re: Weard Model problem during game play #7667
12/20/01 04:51
12/20/01 04:51
Joined: Apr 2001
Posts: 425
Pittsburgh PA
RAFU Offline OP
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RAFU  Offline OP
Senior Member

Joined: Apr 2001
Posts: 425
Pittsburgh PA
Ok I will use the clip range.. And no I don't think that 2,500 polys is a lot in todays games. Look at the new RPGS coming out. Ours won't be released until next year anyways. If we lower the poly count it will be out of date by the time it is released.


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Re: Weard Model problem during game play #7668
12/20/01 04:58
12/20/01 04:58
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
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Doug  Offline
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Joined: Jul 2000
Posts: 8,973
Bay Area
You need to update to 5.12 and reduce your clip_size:

quote:

clip_size
This value (default 0.5) gives the minimum number of pixels that must
be covered by a model triangle for being rendered. With the default
value, model triangles are not rendered if they are smaller than half
a pixel. This increases the frame rate, but can lead to "holes" in
ill constructed high polygon models. When using high polygon models
clip_size should be set to 0.




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