bug report
since 3 month h have big pb with " split with ground mesh" fontions ; i found a bug who can perhups explain that .
import a basic item like a cube (http://supervision2.filnet.fr/froggy/ftp/obj/c1.3ds) http://supervision2.filnet.fr/froggy...ages/pb005.png make a first rotate ( no problem) http://supervision2.filnet.fr/froggy...ages/pb006.png make another rotate an now you have the problem http://supervision2.filnet.fr/froggy...ages/pb007.png ps if you make some operation after/before , move , resize, etc ... you have a different result : objet deformation , missing face , etc .. and i think if for that my split work one time of 100 |
I imported the object and did the X and Y rotates you showed, and I had no problems. I also tried putting in values for X and Y loc first, and still had no problems. I'm a little confused. Does this have to do with splitting with a ground mesh? I didn't see where I would do that here.
I know there's a at least one problem with splitting with the ground mesh: if you import an object it must only split the ground mesh in one place. This is only a problem for individual objects: when you import an entire dungeon it's okay if multiple corridors split (poke through) the ground mesh, but each individual corridor or room must only poke through the ground once. I found this when I had a really long corridor that poked through the ground twice (it came out a cliff and entered another cliff farther away). The solution was to break it into two corridors from inside Dungeon Builder. P.S. I have Dungeon Builder open in my compiler now and I'm looking into implementing some of the ideas you listed in the other post. |
i put my complete oz env here :
http://supervision2.filnet.fr/froggy...j/openzone.zip if can help bug is not all time , here have 1/2 time for information i have a crash near 1 month i had reinstall totaly my windows and change my video card , but i already had this bug before crash and i just make a virus scan in my oz directory but it s clean ( in the case of a virus modidy the exe) |
additionnal information
if i make 10 random rotate and after if i put 0 in x axis and 0 in Y axis i obtain that http://supervision2.filnet.fr/froggy...ages/pb008.png strange the deformation have the same angle that the green arrows |
Well, the green arrow is nothing more than the polygon selection marquee. Since OpenZone deals only in triangles, it takes the form of a triangle, but additionally has three lines moving toward the center of the polygon.
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It looks like your OpenZone is two days older than mine and has a different filesize. What happens if you re-download it?
Mine is dated 5/25/2005, 4,670,464 bytes, and that's what's in the latest archive I uploaded. Maybe you have a beta/bugged version? Ad for splitting with the ground mesh, maybe tomorrow I'll upload Dungeon Builder 1.6 and my new zone and its dungeon so you can see how it's done. I have a zone (not yet fully built) called The Namtarn that is the southern extension of Veldona and has an extensive dungeon as well as a deep canyon that parts of the dungeon intersect. It's a good illustration of how you can import a dungeon from Dungeon Builder into a zone. I can upload both versions of the zone -- before and after adding the dungeon -- so you can see the difference. |
Hello,
I tested your cube and its full or errors (Object i tested is on this link http://supervision2.filnet.fr/froggy/ftp/obj/c1.3ds). Major Problems - It is setup to "editable mesh" when it should be setup as "editable poly". - Your 'cube' have 14 vertices, how come ? A normal cube should have onle 8 vertices (one for each corners). Minor Problems - Its not a cube, more a rectangle :p - No texture attribued - Rendering method is phong, i'll rather go with blinn |
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