terrain invisible and silent in AA

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ViPER
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terrain invisible and silent in AA

Post by ViPER »

I map in AA but test using spearhead. One of my maps works fine in SH (odd) but not in AA.

The terrain is a custom texture and custom shader, it's also a script object. It is a nolight map and works fine in spearhead.

When i try it in AA the terrain is invisible - the brush is invisible- and no player sound with the terrain but i can walk on it. the script_object terrains are working in script also.

I tried to compile with light and no change. I also tried changing the shader around with no effect.

any suggestions what i should concentrate on here?
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Post by ViPER »

Actually many of my "convertable maps" (multiple terrain script objects switched with cvar to create multiple terrains in 1 map) do not work in AA. however some do. and all of them work in SH.

Something in particular I should look for in surface params for script_objects used in this manner in AA ???
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Post by ViPER »

For the terrain maps i can divide them into seperate maps for aa but still some maps will not work at all in AA. like this one.

here it is in SH. Each asteroid is a script_object.

Image

Here it is in AA. They are there you just cant see them or hear them when you walk/run.

Image


Any ideas at all ?
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Post by lizardkid »

difficult to say, do you have any errors or warnings? It's possible that SH stores/compiles things differently than AA, although unlikely it's still possible.

Are you using patches with those, or brushes?

Possibly another thing to do is simply recreate them in both AA radiant and SH SDK, and see if the default settings are different.
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Post by ViPER »

thats the funny thing. I am using AA Radient. I wonder if AA has a max limit on total size = script_objects

no errors in sh or aa

They are brushes.
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Post by ViPER »

I broke down these maps and constructed them individually. I believe the terrain needs to be a script_object for the shader effects to work (e.g. fade/blend). even so certain ones continue to be invisible and silent in AA but not in SH. Strange since some come from aa maps and are map with aa radient.

It is unfortuneate that these Terrains wil only work in SH.
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Post by wacko »

maybe u could give us a small map with all related stuff demonstrating the problem and where we could take a look...
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Post by ViPER »

ok... thanks! They are all in a pak. i will break out Hills and post it.
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Post by ViPER »

thanks.

compile time 10 seconds. vis = fast and skip light

cvar
ts_hills 1 = default
ts_hills 2 = hills 2

hills test

compiled - terrains do not appear in AA but works fine for SH

let me know if you want a bsp
Last edited by ViPER on Thu Feb 22, 2007 10:58 pm, edited 1 time in total.
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wacko
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Post by wacko »

Code: Select all

if(level.TS_HILLSFARPLANE == 0 || level.TS_HILLSFARPLANE == "")
	level.TS_HILLSFARPLANE = 50000

	$world farplane_color (0.42 0.44 0.48)
	$world farplane_cull game.false
	$world farplane ( level.TS_HILLSFARPLANE )
not sure about what this does and how, but if u take it out, ur terrain is showing nicely
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Post by ViPER »

Ahhhh. OMG!

that's for the haze. it adds a color change to the terrain in the distance. strange since i have it also in other maps that do work in aa.

maybe a conflict with the shader and script only in AA. hmmmm.

Thanks, after three days I gave up and would have never found that.
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Post by ViPER »

It's the farplane = 50000

AA does not like farplane > about 46000

SH handles any value.
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wacko
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Post by wacko »

next and even better result: just those 50000 are too much, e.g. 5000 do work fine :D

well, yep. u found out urself. too slow again :wink:
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Post by ViPER »

Thank you Wacko. :D

easy fix too. whew.
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wacko
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Post by wacko »

Cool. :D
I just don't know, why u don't use two separated skyboxes in ur map and just de-/activate the spawnpoints!?
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