[Bug] No tree
4 posters
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Re: [Bug] No tree
Hi S33m3, you've been busy
That's odd looking, you also seem to be missing all the 'scrub' objects too. All this stuff is rendered with transparency and .
Could you try building the 6th block down on the selector?
It should be a 'window' block with transparency. If it looks wrong then it's definately something wrong with transparency and this shader.
That's odd looking, you also seem to be missing all the 'scrub' objects too. All this stuff is rendered with transparency and .
Could you try building the 6th block down on the selector?
It should be a 'window' block with transparency. If it looks wrong then it's definately something wrong with transparency and this shader.
Slaihne- Posts : 264
Join date : 2011-03-17
Age : 56
Re: [Bug] No tree
The transparency 6th block is working fine (Like water).
So no transparency problem.
I tried this evening on my high end computer, same problem. (Both system Nvidia card, GTX580 on the high end one).
Could not help your more even with PIX, because you have compiled with no shader information for debugging.
So no transparency problem.
I tried this evening on my high end computer, same problem. (Both system Nvidia card, GTX580 on the high end one).
Could not help your more even with PIX, because you have compiled with no shader information for debugging.
S33m3- Posts : 54
Join date : 2011-03-23
Re: [Bug] No tree
Is the 6th a window with a dirt block in the selector? I thought that was a bug with the dirt looking block.
ausmike- Posts : 5
Join date : 2011-03-19
Re: [Bug] No tree
Yup. Transparent blocks use a different set of textures in the world. But the selector is only using the 'solid' set of textures atm so the window block shows up wrongly.
Slaihne- Posts : 264
Join date : 2011-03-17
Age : 56
Re: [Bug] No tree
Okay, i've reworked the texture loading so it uses a central routine to load pretty much all the textures. It also keeps a track of the ram used and is more efficient also.
You can download the update version from...
http://www.blokworld.co.uk/techtest1.zip
It's a complete download since some textures were renamed.
It's also available at the original link, but sometimes the file can be cached somewhere along the line, hence the new one also.
Try this and see if it solves the No tree problem.
You can download the update version from...
http://www.blokworld.co.uk/techtest1.zip
It's a complete download since some textures were renamed.
It's also available at the original link, but sometimes the file can be cached somewhere along the line, hence the new one also.
Try this and see if it solves the No tree problem.
Slaihne- Posts : 264
Join date : 2011-03-17
Age : 56
Re: [Bug] No tree
Problem still the same, Texture amount used : 26MB / 1500MB (from my cards).
What's your system you are working with ? (Ati / Nvidia ) ? Win 7 ?
What's your system you are working with ? (Ati / Nvidia ) ? Win 7 ?
S33m3- Posts : 54
Join date : 2011-03-23
Re: [Bug] No tree
I have an Nvidia machine at work, and an ATI machine here. It works fine on both?? They are both windows 7
Slaihne- Posts : 264
Join date : 2011-03-17
Age : 56
Re: [Bug] No tree
In the FX folder there is a file called LSMODEL.FX, open this in notepad and look for the lines...
if( output.a < 0.7 )
discard;
Comment them out by putting in // in front of them, so they become...
//if( output.a < 0.7 )
//discard;
Save the file and try running the engine again.
if( output.a < 0.7 )
discard;
Comment them out by putting in // in front of them, so they become...
//if( output.a < 0.7 )
//discard;
Save the file and try running the engine again.
Slaihne- Posts : 264
Join date : 2011-03-17
Age : 56
Re: [Bug] No tree
I've got an idea....
When i'm creating my texture array's i first try to see if there is a PNG file, then i try for a DDS file. The texture array that handles trees and scrubs used a mixture of PNG and DDS files to create it. All the other arrays were all PNG or DDS, no mixture.
I've converted the PNG files to DDS files for this particular array and have uploaded a version you can try.
http://www.blokworld.co.uk/techtest2.zip
When i'm creating my texture array's i first try to see if there is a PNG file, then i try for a DDS file. The texture array that handles trees and scrubs used a mixture of PNG and DDS files to create it. All the other arrays were all PNG or DDS, no mixture.
I've converted the PNG files to DDS files for this particular array and have uploaded a version you can try.
http://www.blokworld.co.uk/techtest2.zip
Slaihne- Posts : 264
Join date : 2011-03-17
Age : 56
Re: [Bug] No tree
The new version has the same problem.
BUT removing your alpha test works, at least I see something, but the texture are barelly visible (The alpha value is < 0.7)
BUT removing your alpha test works, at least I see something, but the texture are barelly visible (The alpha value is < 0.7)
S33m3- Posts : 54
Join date : 2011-03-23
Re: [Bug] No tree
Ah, we're getting somewhere.
can you put something like...
output.a *= 10;
before those 2 lines and run it then. I'm curious if there's a constant 'factor' that the alpha is out by.
Oh, and uncomment the lines too please.
can you put something like...
output.a *= 10;
before those 2 lines and run it then. I'm curious if there's a constant 'factor' that the alpha is out by.
Oh, and uncomment the lines too please.
Slaihne- Posts : 264
Join date : 2011-03-17
Age : 56
Re: [Bug] No tree
I have my idea, all my computer are using "french" configuration.
Do you parse somewhere number from string ? Because in french the default configuration is the coma for the decimal separator, not the dot.
... i will try to change the alpha in the shader.
Do you parse somewhere number from string ? Because in french the default configuration is the coma for the decimal separator, not the dot.
... i will try to change the alpha in the shader.
S33m3- Posts : 54
Join date : 2011-03-23
Re: [Bug] No tree
I do parse the model files, but don't include 'alpha' as such. They just have vertices and indices. The texture itself contains the alpha and that is in a binary format.
If it was a parsing issue i would expect the vertices for something like the tree trunk to also be incorrect.
I'll keep it in mind though, stranger things have happened.
If it was a parsing issue i would expect the vertices for something like the tree trunk to also be incorrect.
I'll keep it in mind though, stranger things have happened.
Slaihne- Posts : 264
Join date : 2011-03-17
Age : 56
Re: [Bug] No tree
Ok, from looking at the pics, it seems the textures are completely wrong.
Where you guys have 'square' planes i have tree leaves. It's almost as if the textures are 1 pixel big.
The red dots are highish poly count models i was using for testing. The should have a basic texture on them that says Test Drone 1 and is red white and blue.
I'll get my thinking cap on and see what i can come up with.
Where you guys have 'square' planes i have tree leaves. It's almost as if the textures are 1 pixel big.
The red dots are highish poly count models i was using for testing. The should have a basic texture on them that says Test Drone 1 and is red white and blue.
I'll get my thinking cap on and see what i can come up with.
Slaihne- Posts : 264
Join date : 2011-03-17
Age : 56
Re: [Bug] No tree
I was checking out the textures and discovered one that looks corrupt.
If you go into the gfx\models\textures folder you should see that texture 8.dds is much smaller than all the rest. Could you try renaming that texture to 8a.dds please.
This will make that particular texture be ignored and not loaded. It might be messing with the texture array creation.
It's the only 'out of the ordinary' thing i can see at the moment.
If you go into the gfx\models\textures folder you should see that texture 8.dds is much smaller than all the rest. Could you try renaming that texture to 8a.dds please.
This will make that particular texture be ignored and not loaded. It might be messing with the texture array creation.
It's the only 'out of the ordinary' thing i can see at the moment.
Slaihne- Posts : 264
Join date : 2011-03-17
Age : 56
Re: [Bug] No tree
aha, i bet then it's your 'comma' thing you mentioned.
The texture co-ords are coming out wrong, that's it.
Tex-Coords ARE included in the model files!
Let me re work that code.
The texture co-ords are coming out wrong, that's it.
Tex-Coords ARE included in the model files!
Let me re work that code.
Slaihne- Posts : 264
Join date : 2011-03-17
Age : 56
Re: [Bug] No tree
Errm, I don't even have this file
In my download there is only a 8.png and it seems to be ok
In my download there is only a 8.png and it seems to be ok
croxxx- Posts : 43
Join date : 2011-03-24
Re: [Bug] No tree
I confirm that's this problem, replacing the . in your model files by a coma resolved the problem !
S33m3- Posts : 54
Join date : 2011-03-23
Re: [Bug] No tree
hehe croxx, you're using a slightly older version. I recently changed the png files to dds in that folder to try to solve the problem.
But, try downloading this new EXE....
http://www.blokworld.co.uk/blokworld_culturefix.exe
I do a culture invariant conversion on the texture co-ords now. This may sort it out.
But, try downloading this new EXE....
http://www.blokworld.co.uk/blokworld_culturefix.exe
I do a culture invariant conversion on the texture co-ords now. This may sort it out.
Slaihne- Posts : 264
Join date : 2011-03-17
Age : 56
Re: [Bug] No tree
Give that man a cookie!
Cheers S33m3, i'd have been scratching my head for ages over that one
Cheers S33m3, i'd have been scratching my head for ages over that one
Slaihne- Posts : 264
Join date : 2011-03-17
Age : 56
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