T3D 1.1 Beta 2 - Corpse dissapears when viewed from certain angles - LOGGED
by -Aaron B- · in Torque 3D Professional · 08/11/2010 (6:48 pm) · 8 replies
T3D 1.1 beta 2
Windows 7 64bit OS
ATI 5750 video card
Target:
Graphics, Occlusion
Issue:
Player corpse dissapears at certain angles
Repeat:
Start a new 'full template' 'Empty Terrain' level. Point at the ground and fire until Gideon dies. Respawn and go look at Gideons body from all angles (note- this may take more than one try to see the issue. I helps if the body is on a slope).
Suggest:
Not really sure, the issue seems similar to the mesh roads dissapearing.
Windows 7 64bit OS
ATI 5750 video card
Target:
Graphics, Occlusion
Issue:
Player corpse dissapears at certain angles
Repeat:
Start a new 'full template' 'Empty Terrain' level. Point at the ground and fire until Gideon dies. Respawn and go look at Gideons body from all angles (note- this may take more than one try to see the issue. I helps if the body is on a slope).
Suggest:
Not really sure, the issue seems similar to the mesh roads dissapearing.
About the author
Giving this a try :) Please bear with my silly questions! System Specs: Windows 7 Home Premium 64bit AMD Athlon II x4 620 Processor @2.6 Ghz (Quad-Core) 4GB Ram ATI HD 5750 Radeon 1GB mem by XFX
Recent Threads
#2
08/11/2010 (9:33 pm)
I think this is because of a reduced size bounding box for a corpse (smaller than the model splayed out dead) ... just thought I'd mention it
#3
Did some testing and found the following.
Here's the player with his bounding box, which is around the mesh as expected.

I killed Gideon and took this at the start of his animation.

Now that Gideon's dead, he staggers for a few steps during his death animation, and wanders far outside the player's last location on death.

Now you see him:

And as soon as the bounding box goes out of the player's view, he bolts off as well. (Though his shadow stays in location)

This is more of a bug with the animation, as Torque's processed things this way for years now. For now, this is an example of how your death animations need to not be too dramatic ;)
08/18/2010 (12:36 am)
Steve, you're close. It actually comes down to Gideon being a drama queen.Did some testing and found the following.
Here's the player with his bounding box, which is around the mesh as expected.

I killed Gideon and took this at the start of his animation.

Now that Gideon's dead, he staggers for a few steps during his death animation, and wanders far outside the player's last location on death.

Now you see him:

And as soon as the bounding box goes out of the player's view, he bolts off as well. (Though his shadow stays in location)

This is more of a bug with the animation, as Torque's processed things this way for years now. For now, this is an example of how your death animations need to not be too dramatic ;)
#4
Note2: I just came up with and trademarked Forum-matting.
08/18/2010 (12:38 am)
Note: You may want to Right click and open some of the images themselves to get a better idea of what's going on. Forum-matting scares me.Note2: I just came up with and trademarked Forum-matting.
#5
08/18/2010 (2:08 am)
Ray, nice thought ... but that a secure server ... ;)
#6
08/18/2010 (9:07 am)
Edit! Now with no broken links! :(
#7
08/18/2010 (9:20 am)
Quote:LOL, nice catch!
It actually comes down to Gideon being a drama queen.
#8
Quote:
It actually comes down to Gideon being a drama queen.
Glad to see this is a simple content issue :) Good work Clearing this up Ray ;)
08/20/2010 (10:00 am)
Quote:
It actually comes down to Gideon being a drama queen.
Glad to see this is a simple content issue :) Good work Clearing this up Ray ;)
Associate David Montgomery-Blake
David MontgomeryBlake