Product Chat / Modeling help needed. My models disappear when the player moves away from them.. made in 3ds Max.

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perelect
9
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Joined: 27th Mar 2015
Location: Australia
Posted: 6th Jul 2015 07:56
Hi,
I am only new to 3D modelling.
I have been making my own models in 3ds Max then exporting them into directx directly into GG..
As the video shows my models are not draw on screen after the player moves away from them.
The text under the models shows the distance to the player. ie: D: 330, is 330 inches away.
Q. Any idea of what I am doing wrong?

I don't know how to map/stich the textures yet. So the texture is just the same colour on all surfaces.

The small models on the ground are the original size in the fpe.
The others are scaled up copies of them, done in the editor.
The other GG models are for reference at the original scale.

Q. If it is in the models construction how can I correct this?


On a similar subject.
With small models that come with GG (like a "pot 1" in the medieval) they stay drawn on screen until the player is about 2000 to 2500 inches away.

Q. Is it possible to make them stay drawn on screen as well, after that distance.
As I want to make a sniper shooting game so I need small objects like bottles and cans to be visible at greater distances..

Cheers


I may be old, but at least my memory still ....hmmm

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Errant AI
Forum Support
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Joined: 24th Aug 2006
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Posted: 6th Jul 2015 09:22 Edited at: 6th Jul 2015 09:29
Small entities will automatically cull at various distances relative to their physical size as a means to improving performance. It used to be much more aggressive than it currently is but it is still a bit aggressive for my personal taste (Makes shooting cans and bottles off of a log impossible beyond a stone's throw distance). Currently this is hard-coded but will hopefully be overridable/specifiable in the future.

I'm not exactlly sure how it works but scaling things up in the editor or FPE is usually not a great idea. If anything, scaling down may yield better results.
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smallg
Community Leader
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Posted: 6th Jul 2015 11:14
Try set them always active
life\'s one big game

windows vista ultimate

i5 @3.3ghz, 4gb ram, geforce gtx460, directx 11
perelect
9
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Joined: 27th Mar 2015
Location: Australia
Posted: 6th Jul 2015 11:52 Edited at: 6th Jul 2015 12:09
Thanks guys,

@Errant AI
Yes this would be good if you could decide which objects could be culled, or not culled.
Like..
By default objects are culled automatically and then you could switch the culling state in scripting to suit your needs on each entity. That way it shouldn't impact the performance to much.

I just scaled the grenades up for the video, to see it easily.


@smallg
I have tried combination of On and Off on AlwaysActive, Physics On, IsImmoblie and even static/dynamic. but.
They still act the same..

...
I might try and import them into GG via the model importer to see if it makes a difference...

EDITED: They still act the same even if imported via the model importer..
I may be old, but at least my memory still ....hmmm

Pavilion dv6 Notebook, Intel(R) Core(TM) i5-2410M CPU @ 2.30 GHz, Win 7 64 bit, 16 GB Ram, Radeon (TM) HD 6490M, 2336 MB Memory. Resolution 1366x768, Intel(R) HD Graphics 3000. (WEI 5.8) . AutoCAD, 3DsMax, Paint.Net,
LeeBamber
TGC Lead Developer
24
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Joined: 21st Jan 2000
Location: England
Posted: 8th Jul 2015 16:20
This is a system called bitblob which removes smaller objects at a distance to save frame rate. If you want to disable this, add bitbobon=0 to the FPE of the entity and then you should solve this issue.

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