I have some walls around my village, and when the area first loads, they are invisible ... but pop in as the player approaches.
Has anyone found a way to FORCE draw distance on particular objects to be longrange?
Thanks for any tips.
draw distance?
Débuté par
georage
, déc. 02 2009 10:27
#1
Posté 02 décembre 2009 - 10:27
#2
Posté 02 décembre 2009 - 11:17
This is an outdoor level right? Are these static models or are they placeables? Static vista models are visible from everywhere. I don't know why your walls wouldn't behave the same way.
#3
Posté 02 décembre 2009 - 11:35
These are static models ... but are interior walls being used outside. Maybe that is why. They figure interior walls will not be seen across a 256x256 area.
I am using object fca_corrwall01_0
Maybe I will try another model. The fhe wall01 0 series seems to be OK, and it is an exterior wall. But i was not thrilled with surrounding a village with that look.
I am using object fca_corrwall01_0
Maybe I will try another model. The fhe wall01 0 series seems to be OK, and it is an exterior wall. But i was not thrilled with surrounding a village with that look.
#4
Posté 03 décembre 2009 - 12:06
So I imagine somewhere there is a 2da file that contains a list of all the models that can be placed in a level. I am curious if in this table there is a field that indicates which models should fade with distance.
#5
Posté 03 décembre 2009 - 12:29
yeah, you are probably right. I will investigate!
or it could be all interior walls simply have a gimped draw distance.
or it could be all interior walls simply have a gimped draw distance.
#6
Posté 03 décembre 2009 - 04:53
I have the same problem as I posted here before : http://social.biowar...74/index/346524
This is what I wrote on that topic:
Is there a way to config the view distance for NPC & Models ingame?
All my Creatures & models fade away if I walk away just a few steps ingame.
I made a nice fort and when I stand on top of a hill looking down on it not that far away from it, all models( towers,walls.woodfence and so on.) fade away and there is nothing.
Only way to see things as it SHOULD look is walk Very close to ALL I created. This is getting on my nervs cuz I have build up some good looking stuff I want player to see with all its glorys and creatures around.
Any one having same problem?
This is what I wrote on that topic:
Is there a way to config the view distance for NPC & Models ingame?
All my Creatures & models fade away if I walk away just a few steps ingame.
I made a nice fort and when I stand on top of a hill looking down on it not that far away from it, all models( towers,walls.woodfence and so on.) fade away and there is nothing.
Only way to see things as it SHOULD look is walk Very close to ALL I created. This is getting on my nervs cuz I have build up some good looking stuff I want player to see with all its glorys and creatures around.
Any one having same problem?
#7
Posté 13 juin 2010 - 05:44
Yep, way annoying
#8
Posté 13 juin 2010 - 07:43
@pheasant
Check this out:
http://social.biowar...4/index/2820909
literally 3 posts down on this forum
We were just coming to grips with this issue. There seems to be a pretty quick workaround for at least some props, but whether or not it is a good permanent solution remains to be fully tested, as displaying these models from far away might cut into game performance. (Read the thread for more details.)
If someone wants to make low LOD models of some of the more common wall props, and then put them up for everyone's use, that would be amazing
That's what I'm hoping for, anyway.
Check this out:
http://social.biowar...4/index/2820909
literally 3 posts down on this forum
We were just coming to grips with this issue. There seems to be a pretty quick workaround for at least some props, but whether or not it is a good permanent solution remains to be fully tested, as displaying these models from far away might cut into game performance. (Read the thread for more details.)
If someone wants to make low LOD models of some of the more common wall props, and then put them up for everyone's use, that would be amazing
Modifié par Talisander, 13 juin 2010 - 07:48 .
#9
Posté 13 juin 2010 - 07:45
As far as I know, there's nothing about props in any of the 2DAs... man I wish I were wrong. It seems to all have to do with the suffixes of the model file names.
#10
Posté 13 juin 2010 - 12:44
Woot! Going to give this a go tomorrow. Thanks heeeeeaps!





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