Game Development Community

Decal Road Bug - skeleton (and road) disappears

by Tim Reinermann · in Torque 3D Professional · 03/19/2010 (1:33 am) · 15 replies

Hi,

when I create a decal road first of all everythings fine. i can see the road no matter to which directory i look. then i save the level.
when i start the level again i could only see the decal roads when i look in the directory where i started to create the road. if i look to the end of the road it disappears. so i checked the road with the decal road editor and noticed that the skeleton of the road is under my terrain. to fix it i can modify the road a little bit so the skeleton comes up. but if i start the level once again i´ve got the same problem - the road looses the skeleton. please help me! how can i fix this problem?

#1
03/19/2010 (2:14 am)
did you forget to save maybe.
#2
03/19/2010 (4:51 am)
no, i create the road and everythings fine with the skeleton. then i save the level, close it and start it again. then i´ve got the problem that i just see the road if i look in the "correct" direction.
#3
03/22/2010 (6:00 am)
is there anybody out there who has the same problem?
#4
03/22/2010 (6:27 am)
I ran into a similar issue, if not the same, in 1.0.1. Originally I assumed it was a hardware issue as the machine I saw it on was really low spec one, but eventually I started seeing it on my own machine.
#5
04/14/2010 (1:03 am)
Having the same problem with a meshroad, after saving and loading obviosly the road disappears when the middle of the road (the coordinate system in world editor) is almost disappearing. In world editor I can see the correct bounding box for the road. Anyone with a fix for this?

I figured out, this is a problem with clipping, but haven´t found the correct line in code yet!
#7
04/14/2010 (9:44 am)
The problem with that solution (change near clipping plane in level object using world editor) which I implemented also, is that it causes other problems. First off, 0.3 looks terrible if you use Gideon in 3rd person. Also, for me, it created problems with rivers. It seems like a lot of these settings are related in ways I don't yet understand and when you change one, you potentially get a whole lot of side effects. Therefore, I must wonder, while changing the near clipping works, is it the correct way to deal with these Decal Road problems?
#8
04/14/2010 (10:53 pm)
Hi, thanks for the hints, but they have not solved my problem! I have to check the level dimensions, I have in mind my road is 10km long and the slices of meshroad are 500m.
I pushed nearClip up to 1.1 but it has not solved the problem, the street kept clipping!
#9
04/28/2010 (3:57 am)
I posted it as a bug of 1.1 beta...

A comment from the developer team would be extremely helpful.
#10
04/28/2010 (8:00 am)
@Scott: Sorry in case I double-posted this issue.

Normally a bug number (Thread-ID) was posted as soon as an error was realized by the developer team. I didn't know someone from GG already did this since normally a short comment including the Thread-ID closed the discussion...

Good to know the team will care for that problem!
#11
04/28/2010 (8:09 am)
@Tobias

No worries man, it happens. Part of my job is to dig through the forums every week to find the bugs the community has reported. It's usually safe to assume 90% of the time that the bug has been logged even if there's no response, and myself, Rene, or Tom have commented in the thread then it's definitely been logged.
#12
04/29/2010 (4:41 am)
@Scott,
thanks for reply.
Maybe there is the possibility to mark a thread as known bug/resolved bug, whatever, a color would be enough, nothing for you to write just click a selection control.
Just my 2 cents...

Kind regards
Tobias
#13
06/10/2010 (11:59 am)
Logged TQA-339
#14
06/13/2010 (9:29 pm)
I changed my visibility distance from 1000 to 200 and the road disappeared. Changed it back to 1000 (tweaked to 900 works for me) and the road displayed fine. Might be some balance in there with the clipping setting. It seems like if the entire road isn't in your visible range it clips out. I can use fog to lower the visible range since 1000m seems a bit far to me. Not sure if leaving visible distance so high will impact performance though...
#15
08/02/2010 (4:47 pm)
Fixed in 1.1 Beta 2