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PostPosted: Sun Jun 09, 2019 9:05 pm 
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They're really sweet screeshots, T.I. Combining the grass meshes might work, at least it sounds like it should -


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PostPosted: Mon Jun 10, 2019 5:14 pm 
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TheIdiot wrote:
So a little while back, I decided to start anew on Beach HD using entirely plants from MegaJungle, as well as some entirely new assets...

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Unfortunately, I had to take these screenshots in TresEd as the level itself simply will not load due to the amount of overlapping transparent objects, and I haven't been able to fix the error in the time I've had for modding, which has prevented me from moving further into the level. I know what the error is because deleting the grass meshes allows the level to load, but sadly I'm not really willing to remove them as they are a crucial detail to prevent things from looking flat. Although I do have one idea as to how I might be able to fix this bug (namely, placing and then combining all of the grass meshes in an area), I haven't had the time for it recently, so for now the best I can do for screenshots are these rather ugly TresEd ones. However, I just wanted to show the beginnings of what Beach HD Mk. II might become, as well as some of the new assets, like the cliffs and Cuban Palms, as well as the new way I've been layering TrnObjs, which is based on the way the PCGamer IJ level did it - a layer of dirt overlapped by increasing levels of "cover" objects.

Just wondering if something like "bool NoCacheAlone = true" or "bool NoCache = true" would have any effect on the grass clumps... it's worth a try. Adding one or two flat LoD meshes to the clumps would probably help, too.

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PostPosted: Tue Jun 11, 2019 6:56 am 
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Damn grass-crash. Guess that's the latest bug nemesis...

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PostPosted: Tue Jun 18, 2019 7:11 am 
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machf wrote:
Just wondering if something like "bool NoCacheAlone = true" or "bool NoCache = true" would have any effect on the grass clumps... it's worth a try. Adding one or two flat LoD meshes to the clumps would probably help, too.

I tried "bool NoCache = true", haven't tried the other, but it had no effect. The LOD thing I've thought of as well, but haven't tried as I feel it would pretty much make whole point of the grass redundant since the LOD meshes would evidently have to load in at a distance of around 30, since the grass already culls out at 50.

Draconisaurus wrote:
Damn grass-crash. Guess that's the latest bug nemesis...

A nemesis which at least can be solved with careful object placement. I actually have to go back and move some trees around in RTJP as well now that we know about this as this bug was causing crashing in a couple of areas - having just watched ShadeFyre's latest video of JPDS Plains, I'm pretty sure this is also in part what causes the crashes in that level as well. Luckily now that we know about it, it can be easily avoided.

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PostPosted: Tue Jun 18, 2019 9:44 am 
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Thanks for the heads up on Shadefyre's vids, I'll watch those when I can..
..so uh TI, any chance you're going to make/release grass models with LODs? Sorry my brain isn't quite catching the verdict of what you're saying should be done about the grass crashes..

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PostPosted: Tue Jun 18, 2019 12:29 pm 
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I still don't understand the "overlapping transparent objects". Does it mean that there are too many objects using transparent textures in the same area (like a lot of grass instances) that causes a crash?

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PostPosted: Tue Jun 18, 2019 5:06 pm 
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Draconisaurus wrote:
Thanks for the heads up on Shadefyre's vids, I'll watch those when I can..
..so uh TI, any chance you're going to make/release grass models with LODs? Sorry my brain isn't quite catching the verdict of what you're saying should be done about the grass crashes..

No, I'm not going to make LOD grass meshes. The grass is already super low-poly, there isn't a whole lot I could do other than delete some of the clumps for the LODs, which I don't think would do a whole lot.

tatu wrote:
I still don't understand the "overlapping transparent objects". Does it mean that there are too many objects using transparent textures in the same area (like a lot of grass instances) that causes a crash?

That seems to be the case, yes. machf knows a bit more about it than I do, but from what it seems, the more overlapping transparent objects, the higher the chance of a crash. It noticeably also lowers the game's performance when you do this.

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PostPosted: Tue Jun 18, 2019 6:48 pm 
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tatu wrote:
I still don't understand the "overlapping transparent objects". Does it mean that there are too many objects using transparent textures in the same area (like a lot of grass instances) that causes a crash?

No. It means that there are several objects with partially transparent areas which intersect each other. And if object A partially blocks the view of object B and partially doesn't, and at the same time object B partially blocks the view of object A and partially doesn't, because of the way they are placed (crossing through each other), the engine enters into an existential crisis or something trying to figure out what to draw and what not...

There's no problem if you have a partially transparent object IN FRONT OF another one or NEXT TO another one, the problem is with intersecting ones...

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PostPosted: Tue Jun 18, 2019 6:55 pm 
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TheIdiot wrote:
Draconisaurus wrote:
Thanks for the heads up on Shadefyre's vids, I'll watch those when I can..
..so uh TI, any chance you're going to make/release grass models with LODs? Sorry my brain isn't quite catching the verdict of what you're saying should be done about the grass crashes..

No, I'm not going to make LOD grass meshes. The grass is already super low-poly, there isn't a whole lot I could do other than delete some of the clumps for the LODs, which I don't think would do a whole lot.

The problem isn't with them being low-poly, it's the transparency as I said. And you only need to add a LoD mesh to the "base" -00 object, which will automatically add themto every other one... just make it a flat rectangle (4 triangles if two-sided, 2 triangles if one-sided with bool AlwaysFace = true), since from a long distance you don't need it to be 3-D, only when seen closely.

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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