Aller au contenu

Photo

See the distance.


  • Veuillez vous connecter pour répondre
13 réponses à ce sujet

#1
Jedijax

Jedijax
  • Members
  • 396 messages

For a time I've noticed whenever I look into the distance in NWN, and move towards it, objects appear very unrealistically, like popping in halves randomly, and not altogether. It looks weird as hell! I was wondering if there is some .ini or .2da I could tweak so objects in the distance don't look that bad. Sure, I know you can add fog in the toolset, but I was hoping for something that works without building.

 

Thanks in advance!



#2
Bannor Bloodfist

Bannor Bloodfist
  • Members
  • 943 messages

Old, and permanent system bug.  Not much you can really do without manually adjusting each and every area in a given mod, and sometimes having to manually adjust each item, placeable or tile as well.  There are a large number of visibility related things that can and do cause objects to appear when you think they would not normally do so.

 

Sorry, not a heck of a lot you can do about it.



#3
SHOVA

SHOVA
  • Members
  • 522 messages

sounds like you have fade 2nd story tiles set to automatic



#4
Jedijax

Jedijax
  • Members
  • 396 messages

Thanks Bannor! Too bad it can't be helped with a simple option switch or added line in an ini! Have you noticed nothing I wonder about ever does?

 

And no, my good Shova. I have never used the tile-fade feature. This is just how things appear in the distance by default, apparently! Thanks for your input!



#5
_six

_six
  • Members
  • 919 messages

Setting placeables to static should make them fade out at a much greater distance. Some placeables have a greyed out static checkbox - I find there's a knack to fooling the toolset into making that checkbox work for any placeable, by opening/closing the properties window in the toolset. Nothing you can do without the toolset though.



#6
Shadooow

Shadooow
  • Members
  • 4 471 messages

 

Some placeables have a greyed out static checkbox.

BTW: Ive found this issue too and hopefully fixed it for vanilla placeables iny my community patch. The placeables from 1.69 suffered with this.

 

The problem is that those placeables weren't set to static in placeables.2da. Then it was greyed.



#7
Jedijax

Jedijax
  • Members
  • 396 messages

That's a great tip! Unfortunately, the long-distance weirdness I refered to was almost entirely tile-based. Trees, buildings, etc.



#8
SHOVA

SHOVA
  • Members
  • 522 messages

Ah, sorry for not understanding what the issue is. Have you tried a skybox override? It seems some of the better ones have less of an issue with that.



#9
Carcerian

Carcerian
  • Members
  • 1 108 messages

Yup, Static plcs dont fade the way dynamic do :)

 

Workaround: If the static box is greyed out, just click usable to enable, then click static, then unclick usable again. 

 

And yes, this can be fixed permanently with a change to the "static" column (last on the right) in your placables.2da



#10
_six

_six
  • Members
  • 919 messages

I've found that playing with fog settings for some reason also seems to affect the max draw distance overall. Did some playing around with adding huge distant mountains and stuff as static placeables back in the day, and found similar behaviour with them being chopped in half, if I didn't set fog cutoff distance to like, 200 or something.

 

And NWN's 'skyboxes' will cut stuff off too. The default ones are actually significantly smaller than a 32x32 area, within which they'll actually intersect the level. The Q skyboxes IIRC are bigger, and they use transparent/additive textures anyway, so it's less visible if they cut stuff off.


  • Rolo Kipp aime ceci

#11
henesua

henesua
  • Members
  • 3 883 messages
Skyboxes.... *smacks head* Thats what the problem ahas been for me.

*wanders off making idiotic sounds*

derrrrr durrrrr duuuuuhhhh der
  • Estelindis aime ceci

#12
Shadooow

Shadooow
  • Members
  • 4 471 messages

Yup, Static plcs dont fade the way dynamic do :)

 

Workaround: If the static box is greyed out, just click usable to enable, then click static, then unclick usable again.

are you sure it works, its some time ago I messed with it but iirc the way I found this problem was that the 1.69 trees were lagging my area like hell (20+ of them in there) even though they were set to be stati this way. But I might be wrong now...



#13
Rolo Kipp

Rolo Kipp
  • Members
  • 2 791 messages
<fading...>

When making the Darkling Sky skyball placeable, I discovered that *any* placeable, static or not, fades out if the PC moves more than 40m from the origin.
If some one knows a way around that I'd love to hear it as it means I can't have my animated sky in an area larger than 7x7 :-P

<...out>

#14
Proleric

Proleric
  • Members
  • 2 361 messages

Yup, Static plcs dont fade the way dynamic do :)
 
Workaround: If the static box is greyed out, just click usable to enable, then click static, then unclick usable again. 
 
And yes, this can be fixed permanently with a change to the "static" column (last on the right) in your placables.2da

  

are you sure it works, its some time ago I messed with it but iirc the way I found this problem was that the 1.69 trees were lagging my area like hell (20+ of them in there) even though they were set to be stati this way. But I might be wrong now...

It normally works, but, in a very few cases, it only appears to work; these are still dynamic when next edited. I imagine this is a 2da setting, too, but never looked into it, as they tend to be scriptable. Some scripts seem to run safely on static objects, but changing them can cause horrible bugs, so I often err on the side of caution.