Aces High Bulletin Board
General Forums => Terrain Editor => Topic started by: croduh on December 26, 2007, 12:16:44 PM
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Hi,
I have layed down my tiles which act as coasts.Problem is, when i get at a certain distance, objects on that tile will disappear, regardless of their maxdist tags.It is very visible when over 20k, you can see white cubes in the place of tiles, which is very ugly.
Anyone know about this or have a fix?
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Can you post a couple of pics?
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This does not make nay sense at all.The number of missing tiles increases when you look at the ground, decreases with higher angle?It can be visible from low altitudes as well and is very annoying.
Hope you guys can help:
(http://i190.photobucket.com/albums/z144/croduh/prob1.jpg)
(http://i190.photobucket.com/albums/z144/croduh/prob2.jpg)
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We had similar problems with Karelia terrain and its custom coast lines. IIRC, it has some way related to clouds, and we ended up using only cloud layers and no volume clouds at all.
Maybe Kanttori would remember better.
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But are those separate objects or modified HTC beaches?
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These are separate objects, and there is only one layer of clouds.Strange bug...
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Actually I mixed this with a different issue. Our coast lines were MORE visible through the clouds than normal tiles.
This complete light blue tiles issue (like yours) occured with only some tiles and it was also visible at low when the tile was kind of at the edge of the field of view.
I think there were some objects or object groups which had their coordinate origins over the squaremile edges and these objects were also rotated. I think the problem was found from the ac3d files or in their placement in OE.
Does that lead into anything with your objects?
I can check the ac3d files if you want to.
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Hmm,
These objects are exactly 1 square mile, not rotated in OE or TE.
I'll try messing with different stuff, maybe find an answer.
Thanks
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Also, this will only happen when there are a lot of coast tiles placed (close islands, bays).And sometimes it won't happen on some tiles that should be "light-blued".
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I had "strobing" issues on Pearl before I stumbled upon the Z-Bias fix... not white squares like yours, but that hatching effect like you get at the base of shore batteries.
Try adding a Z-bias tag.
Are these objects placed directly into the TE from AC3D, or did they go through the OE first?
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Z-bias is not the issue here I'm pretty sure, have it correctly added on objects.
These objects are tiles, made in OE, with trees and other objects on them.
They consist of a water object and the ground object, with trees placed in OE over ground objects.The only tag in OE under tile properties that i have selected is "square object", so it aligns with edges of a square mile.
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I am pretty sure the problem is in one or some of those water-, land-, tree-, or other objects placed into that square tile in OE, not in the OE work itself. I am sorry that I cannot right away remember how we fixed it.
Btw, why do you need some water objects when you have water at the bottom in TE anyways?
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Just a quick suggestion. Are there any objects located on two corners of those tiles? I might suggest placing a tree or two into two separate corners to see if it fixes the problem. Yes, I know that this issue isn't on every tile, however it's worth a shot since I've had this problem before when I exported an OE tile without first placing an object in two of the corners.
HTC also does this and it shows on the V-fields. The fuel tanks along with the guns at the edges of the field are placed to prevent the blue-square from appearing. Not too certain if this would fix the issue but as I said, it's worth a shot.
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Unfortunately i tried that Denholm, i know it helped me a long time ago with an airfield tile object, seems not to work on this.
Blauk, under what option do you have coast tiles set in TE?Group master?
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I think they were "void" and belonged to the 3rd, unused, country.
I cannot verify that at the moment though, since all those files are in another computer which I don't have with me.
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Don't think they were void, wouldn't that crash the game at start up?
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Ok, I checked. They were and are defined as runways.
Naturally that also has a side effect of allowing "landed succesfully" on them :rolleyes: ..but it's not too bad.
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Just don't tell the pilots.:t
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In the hierarchy of your object, do you have it built as:
World
..Model
....Objects
......XXX1
or as:
World
..Model
....Ground
......XXX1
That may make a difference. :confused:
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Hey Dux,
Just wanted to let you know I'm back playing AH.
Regards,
Blast
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Holy !!%$*!!!
Welcome back, Blast!
You still @roadrunner.com? I'll be sending you some info on FSO, etc., if you're interested. :)
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Any cure yet, croduh?
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Don't feel like dealing with it anymore, lost too much time on it, moving on, have just a few more things do to until i start finishing it.