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  1. Beiträge anzeigen #1 Zitieren
    Veteran
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    Frank-95 ist offline

    World compiled both indoor both outdoor

    Hi guys.

    Once this problem affected only krximpexp blender version and it used to happen only sometimes. Now it is the norm (probably because of me but I don't want to tell all the long story) but now 3ds max cannot solve the problem either.

    Practically the exported mesh (a world) via blender or 3ds max isn't well compiled by gothic spacer. When I select "compile outdoor" the world is compiled only for a little part as outdoor. The main part is indoor and when I move it switches from one to the other.

    This is a file containing the 3ds, blend and max files. I hope you can tell me why and if this is a known problem. It is driving me crazy and I worked a lot with this file so I know that there wouldn't be any problem if I restart the world but I don't want to.

    So please tell me if there is any problem while opening the 3ds file with the spacer, and if I mistakened somthing in the other files but I don't think so.

    Thank you

    File: http://rapidshare.com/files/102614621/World.rar

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    Ehrengarde
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    Grekain ist offline
    I see what you mean. It seemed like when I entered the forest (portals) the world changed to Outdoor and when I got out to Indoor again. I think the only thing that could cause that is that the portals are leaky or/and named wrong. You have to prove that they are all right.

    Sincelery,
    Grekain

  3. Beiträge anzeigen #3 Zitieren
    Veteran
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    Frank-95 ist offline
    Do know before that the same mesh exported with blender sometimes worked wrong, the one via 3ds max worked good. SO it's a problem of meterials name.

    Now I have problem with both the programs probably because, if it is what you told me, portals names are broken by now. I will have a look. Thanks

    edit: For "portals" you mean those black faces seprating rooms or houses?
    Geändert von Frank-95 (13.12.2012 um 20:57 Uhr)

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    Team K Avatar von Klabautermann
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    Klabautermann ist offline
    Zitat Zitat von Frank-95 Beitrag anzeigen
    edit: For "portals" you mean those black faces seprating rooms or houses?
    Yes.

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    Exodus Avatar von Sektenspinner
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    Sektenspinner ist offline
    You should trust Grekain.
    It is most definitely a problem with portals.

    Gothic tries to partition the polygons of a mesh into portal rooms. Part of the strategy for finding these portal room is to cast rays from polygons known to be within the portal room in random directions. Whatever is hit by a ray from a polygon within the portal room will also be within the portal room. If your portal room has a small leak from which the outside can be seen, sometimes a ray will pass through this leak and polygons outside of what the portal room should have been will also be added to the portal room. In that case, the sky might not be rendered (will be black), because Gothic thinks it is actually standing within an enclosed space where the sky cannot be seen at all.

    The randomness in this approach accounts for your observation that sometimes it works and sometimes it does not.
    Für Spieler:
    Velaya # Velaya in English # Exodus Demo # Irrwichtel
    Tools für Modder:
    DiaDepp # DOPA-PARTER # zSlang
    Scripte für Modder:
    Ikarus Skriptpaket # Floats # Broadcasts

  6. Beiträge anzeigen #6 Zitieren
    Veteran
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    Frank-95 ist offline
    The thing is that before it worked and I didn't modified any portals.

    In fact I checked and they are all ok. Of course I noted that for each tree there is a different portal assigned and there are two faces (P:_xxx and P:xxx_) coincident to divide indoor (in the forest) and outdoor (open air).
    Geändert von Frank-95 (22.12.2012 um 15:31 Uhr)

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    Exodus Avatar von Sektenspinner
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    Sektenspinner ist offline
    The portal materials may be fine, your portal rooms are probably just leaking. If two adjacent faces have a gap between them of a few millimeters this can already lead to this problem.

    If you cannot find it I suggest you find out which portal room is leaking.
    In case you use Ikarus, use the following function.
    Code:
    //------------------------------------------------
    //  Portalraum Zeug
    //------------------------------------------------
    
    //Name des Portals in dem sich ein Npc befindet
    func string Wld_GetNpcPortalRoom(var C_NPC slf) {
        if (!Hlp_IsValidNpc(slf)) {
            return ""; //safety
        };
    
        const int GetSectorNameVobIsIn = 6294240; //600AE0
        CALL__thiscall(_@(slf), GetSectorNameVobIsIn);
        var int ret; ret = CALL_RetValAsPtr();
        
        if (ret) {
            return MEM_ReadString(ret);
        } else {
            return "";
        };
    };
    
    func string Wld_GetPlayerPortalRoom() {
        return Wld_GetNpcPortalRoom(hero);
    };
    In case you don't use Ikarus, assign guilds to your portal rooms with Wld_AssignRoomToGuild in INIT_GLOBAL and use Wld_GetPlayerPortalGuild.

    In both cases, start your level, walk into the problematic zone. Use said functions (Wld_GetPlayerPortalRoom or Wld_GetPlayerPortalGuild) to obtain information about the PortalRoom that Gothic thinks the player is currently in. This is the portal room that is leaking.
    Für Spieler:
    Velaya # Velaya in English # Exodus Demo # Irrwichtel
    Tools für Modder:
    DiaDepp # DOPA-PARTER # zSlang
    Scripte für Modder:
    Ikarus Skriptpaket # Floats # Broadcasts

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