[Archive] Many Objects Disappearing At Camera Angles
[Archive] Many Objects Disappearing At Camera Angles
![[Image: a1a73bc65dca49c05122fd5d3b543368.png]](https://i.gyazo.com/a1a73bc65dca49c05122fd5d3b543368.png)
![[Image: 8e2c9403721270526ae236df7b9a1cb6.png]](https://i.gyazo.com/8e2c9403721270526ae236df7b9a1cb6.png)
Archived author: Zaralot • Posted: 2018-02-21T04:49:24+00:00
Original source
Many objects are being culled when they should not be.
I understand that objects fade out past specific view distances, although these instantly flash in and out of sight. Here are some examples. This does not appear to be remedied by scaling or changing rotations of the object, or even changing it's location... strange enough.
This fence example, each object was CTRL+C pasted from one another and moved to fit.
I am using Noggit 3.1222, I tried saving ADT in other versions although everytime I save the ADT my camera gets launched into the sky when I fly in that area, so. Not sure what that's about but this noggit version is the only one that appears to work for me to save ADT.
Here is Example: Happens for many other objects too, rocks, random stuff.
https://i.gyazo.com/50c24b63658784be9318...755303.mp4
![[Image: a1a73bc65dca49c05122fd5d3b543368.png]](https://i.gyazo.com/a1a73bc65dca49c05122fd5d3b543368.png)
![[Image: 8e2c9403721270526ae236df7b9a1cb6.png]](https://i.gyazo.com/8e2c9403721270526ae236df7b9a1cb6.png)
Please give me any info, I don't want to be spoonfed, but I would like to read and learn more to avoid and remedy this type of thing.
Thanks <3 :*
Archived author: wungasaurus • Posted: 2018-02-21T09:23:38+00:00
Original source
- the camera bug is a broken MFBO chunk. Just removing that should fix the issue.
- the bad culling I don’t know, sorry. Usually that happens if the model spans multiple chunks and is not referenced in all of them. Try it being exactly in one mcnk to verify that not being the issue.
Quote: 6 hours ago, wungasaurus said:No the object is entirely in one chunk. I've read somewhere that if I were to add a reference to the object in surrounding chunks it would not happen. Have not tested though.
- the camera bug is a broken MFBO chunk. Just removing that should fix the issue.
- the bad culling I don’t know, sorry. Usually that happens if the model spans multiple chunks and is not referenced in all of them. Try it being exactly in one mcnk to verify that not being the issue.
Archived author: Zaralot • Posted: 2018-02-21T15:29:06+00:00
Original source
Quote: 6 hours ago, wungasaurus said:No the object is entirely in one chunk. I've read somewhere that if I were to add a reference to the object in surrounding chunks it would not happen. Have not tested though.
- the camera bug is a broken MFBO chunk. Just removing that should fix the issue.
- the bad culling I don’t know, sorry. Usually that happens if the model spans multiple chunks and is not referenced in all of them. Try it being exactly in one mcnk to verify that not being the issue.
Archived author: Zaralot • Posted: 2018-02-21T16:18:32+00:00
Original source
From what I'm reading, it is possible that when saving the ADT, the MDDF is not being referenced from MCRF so it is being culled. I will test this theory when I get home. But I may just need to write a 010 script to add problematic M2 to all MCRF in the entire ADT.
Archived author: wungasaurus • Posted: 2018-02-21T20:42:31+00:00
Original source
If it is over exactly one mcnk and the m2 header bounding box values are correct, but it is not in mcrf, please report a noggit issue.
Quote: 12 minutes ago, wungasaurus said:It is in MCRF for the chunk. I'm trying to go through wiki but not getting enough information to work out EXACTLY how objects are rendered. What causes the culling? And in this case, what variables are involved in this fence object (and small rocks, etc) being culled when the camera reaches such a short distance from the object while other objects with seemingly smaller scale are just fine with rendering.
If it is over exactly one mcnk and the m2 header bounding box values are correct, but it is not in mcrf, please report a noggit issue.
Archived author: Zaralot • Posted: 2018-02-21T21:03:29+00:00
Original source
Quote: 12 minutes ago, wungasaurus said:It is in MCRF for the chunk. I'm trying to go through wiki but not getting enough information to work out EXACTLY how objects are rendered. What causes the culling? And in this case, what variables are involved in this fence object (and small rocks, etc) being culled when the camera reaches such a short distance from the object while other objects with seemingly smaller scale are just fine with rendering.
If it is over exactly one mcnk and the m2 header bounding box values are correct, but it is not in mcrf, please report a noggit issue.
Archived author: wungasaurus • Posted: 2018-02-21T22:46:50+00:00
Original source
I am told that this stuff is fixed in new versions of noggit. Try updating please.
Quote: 1 hour ago, wungasaurus said:I am using the latest version. 3.1222 BETA version.
I am told that this stuff is fixed in new versions of noggit. Try updating please.
Archived author: Zaralot • Posted: 2018-02-21T23:52:56+00:00
Original source
Quote: 1 hour ago, wungasaurus said:I am using the latest version. 3.1222 BETA version.
I am told that this stuff is fixed in new versions of noggit. Try updating please.
Archived author: Zaralot • Posted: 2018-02-22T15:31:56+00:00
Original source
So this is where the thread dies? Lovely...
Archived author: wungasaurus • Posted: 2018-02-22T23:43:31+00:00
Original source
I don’t have a link to any Noggit version since I never realeased one. I have seen such links in the past on this site so they do exist. The repository is at https://bitbucket.org/berndloerwald/noggit3/.