T3D 1.1 Final - Steep Terrain = See Through
by Robert Fritzen · in Torque 3D Professional · 11/01/2011 (8:36 am) · 9 replies
Not sure if this is a known bug or not, so I'll ask.
If I make a terrain and give it a high steepness (like a cliff), and walk close to or next to it, it becomes invisible and I can see through the ground.
This kind of sucks as I need steep terrains for my snowy maps where I want to make crevasses that players can fall into (and die).
If I make a terrain and give it a high steepness (like a cliff), and walk close to or next to it, it becomes invisible and I can see through the ground.
This kind of sucks as I need steep terrains for my snowy maps where I want to make crevasses that players can fall into (and die).
About the author
Illinois Grad. Retired T3D Developer / Pack Dev.
#2
11/01/2011 (11:23 am)
I'll give that a shot and report back.
#3
11/01/2011 (2:25 pm)
Can also cut a hole and add in a .dae model of the crack in the ground. Allows for a bit more detail as well.
#4
I've actually been searching for a fix or workaround, but "save and restart" is the only solution at the moment? Hopefully we can get a better fix than that soon...
11/04/2011 (8:30 am)
I had this happen recently on terrain that was mostly level, but it was near some steeper stuff (possibly in the same cell though). Just by looking down at the ground, the terrain would flicker in and out of view, like the camera was going under the terrain. There's definitely a bug there somewhere.I've actually been searching for a fix or workaround, but "save and restart" is the only solution at the moment? Hopefully we can get a better fix than that soon...
#5
It was something we determined could be a known issue. The saving of the level and restarting the engine correcting it caused the priority level of the issue to drop significantly, because of that there are many more issues ahead of it that would be addressed before this one.
If you're seeing something a bit different than the issue described here and saving and restarting doesn't correct then please do let me know. That would be a separate issue.
11/04/2011 (12:28 pm)
@KevinIt was something we determined could be a known issue. The saving of the level and restarting the engine correcting it caused the priority level of the issue to drop significantly, because of that there are many more issues ahead of it that would be addressed before this one.
If you're seeing something a bit different than the issue described here and saving and restarting doesn't correct then please do let me know. That would be a separate issue.
#6
@Scott: can you clarify what you mean by "dirty the level", I have no idea what this means.
11/04/2011 (12:59 pm)
@Walker: that did not work.@Scott: can you clarify what you mean by "dirty the level", I have no idea what this means.
#7
Sorry, I should have specified that better. By dirty the level I mean to make a slight change to level that would flag the level as dirty and allow it to be saved.
Making a quick change to theLevelInfo is a good way of doing this. Of course, since the issue occurs by editing the terrain in the first place that step should be taken care of.
11/04/2011 (1:06 pm)
@RobertSorry, I should have specified that better. By dirty the level I mean to make a slight change to level that would flag the level as dirty and allow it to be saved.
Making a quick change to theLevelInfo is a good way of doing this. Of course, since the issue occurs by editing the terrain in the first place that step should be taken care of.
#8
11/04/2011 (1:49 pm)
Ah, I see, and that did the trick.. Kinda strange why this is happening, I see a light as a possible 1.2 fix here? ;) (please :D)
#9
11/04/2011 (2:27 pm)
@Scott: That totally makes sense. If the problem persists, I'll definitely post more info.
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