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terrain invisible and silent in AA
Posted: Tue Feb 20, 2007 7:15 am
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?
Posted: Tue Feb 20, 2007 9:03 am
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 ???
Posted: Tue Feb 20, 2007 10:59 pm
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.
Here it is in AA. They are there you just cant see them or hear them when you walk/run.
Any ideas at all ?
Posted: Wed Feb 21, 2007 2:39 am
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.
Posted: Wed Feb 21, 2007 3:44 am
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.
Posted: Wed Feb 21, 2007 11:53 pm
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.
Posted: Thu Feb 22, 2007 7:20 am
by wacko
maybe u could give us a small map with all related stuff demonstrating the problem and where we could take a look...
Posted: Thu Feb 22, 2007 10:21 am
by ViPER
ok... thanks! They are all in a pak. i will break out Hills and post it.
Posted: Thu Feb 22, 2007 11:12 am
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
Posted: Thu Feb 22, 2007 10:22 pm
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
Posted: Thu Feb 22, 2007 11:03 pm
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.
Posted: Thu Feb 22, 2007 11:22 pm
by ViPER
It's the farplane = 50000
AA does not like farplane > about 46000
SH handles any value.
Posted: Thu Feb 22, 2007 11:22 pm
by wacko
next and even better result: just those 50000 are too much, e.g. 5000 do work fine
well, yep. u found out urself. too slow again

Posted: Thu Feb 22, 2007 11:33 pm
by ViPER
Thank you Wacko.
easy fix too. whew.
Posted: Fri Feb 23, 2007 9:24 am
by wacko
Cool.
I just don't know, why u don't use two separated skyboxes in ur map and just de-/activate the spawnpoints!?