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[Bug] No tree

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[Bug] No tree Empty [Bug] No tree

Post by S33m3 Thu Apr 28, 2011 3:06 am

It seems I don't have tree, only white sticks :
[Bug] No tree Notree11

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Post by Slaihne Thu Apr 28, 2011 12:38 pm

Hi S33m3, you've been busy Smile

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.
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Post by S33m3 Thu Apr 28, 2011 3:16 pm

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.

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Post by ausmike Fri Apr 29, 2011 6:17 am

Is the 6th a window with a dirt block in the selector? I thought that was a bug with the dirt looking block.

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Post by Slaihne Fri Apr 29, 2011 9:57 am

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.
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Post by Slaihne Fri Apr 29, 2011 10:01 am

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.
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Post by S33m3 Fri Apr 29, 2011 10:53 am

Problem still the same, Texture amount used : 26MB / 1500MB (from my cards).

What's your system you are working with ? (Ati / Nvidia ) ? Win 7 ?

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Post by Slaihne Fri Apr 29, 2011 12:09 pm

I have an Nvidia machine at work, and an ATI machine here. It works fine on both?? They are both windows 7
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Post by Slaihne Fri Apr 29, 2011 12:14 pm

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.
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Post by Slaihne Fri Apr 29, 2011 12:28 pm

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
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Post by S33m3 Fri Apr 29, 2011 12:40 pm

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)

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Post by Slaihne Fri Apr 29, 2011 12:45 pm

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.
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Post by S33m3 Fri Apr 29, 2011 12:55 pm

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.

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Post by Slaihne Fri Apr 29, 2011 1:00 pm

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. @
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Post by S33m3 Fri Apr 29, 2011 1:13 pm

So with moving the alpha testing discard test, I can say the the alpha is between 0.4 and 0.5

Here is what it gives :

[Bug] No tree Tree210

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Post by croxxx Fri Apr 29, 2011 1:14 pm

OK I have the same problem.
I followed your instruction and nov see something like trees, but pretty ugly.
Also there are some plants and mysterious red dots...
Ah, and btw, you can't remove snow.
[Bug] No tree Uglytrees.th

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Post by Slaihne Fri Apr 29, 2011 1:19 pm

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.
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Post by Slaihne Fri Apr 29, 2011 1:29 pm

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.
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Post by S33m3 Fri Apr 29, 2011 1:30 pm

Doesn't seems to be a texture problem, pix show the texture array properly :

[Bug] No tree Tree310

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Post by Slaihne Fri Apr 29, 2011 1:32 pm

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.
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Post by croxxx Fri Apr 29, 2011 1:41 pm

Errm, I don't even have this file Shocked
In my download there is only a 8.png and it seems to be ok

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Post by S33m3 Fri Apr 29, 2011 1:45 pm

I confirm that's this problem, replacing the . in your model files by a coma resolved the problem ! Smile


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Post by Slaihne Fri Apr 29, 2011 1:45 pm

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.
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Post by Slaihne Fri Apr 29, 2011 1:46 pm

Give that man a cookie!

Cheers S33m3, i'd have been scratching my head for ages over that one Smile
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Post by S33m3 Fri Apr 29, 2011 1:49 pm

Problem resolved ! Smile

Edit : "Eating its cookie"

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