Gf_neutronstar rendering problem
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I’ve managed to get the neutron star effect implemented, and visible from further away than the 2k that seems to be the default, but now I’m having issues with it not being visible further away than about 26k or so, and even then not in it’s entirety until you get even closer. Here’s a short video showing my problem:
Here’s the relevant code:
effects.ini
[Effect] nickname = gf_neutronstar effect_type = EFT_EQUIP_ATTACHED_INSANELY_LARGE vis_effect = gf_neutronstar
effect_types.ini
[EffectType] nickname = EFT_EQUIP_ATTACHED_INSANELY_LARGE priority = 1.000000 generic_priority = 1.000000 lod_type = EFT_LOD_NONE radius = 1000000 visibility = EXIST_OFFSCREEN update = UPDATE_OFFSCREEN run_time = -1 pbubble = 1000000, 1000000
loadouts.ini
[Loadout] nickname = neutron_star equip = neutron_star, HpFX
solararch.ini
[Solar] nickname = neutron_star_fx type = NON_TARGETABLE DA_archetype = solar\misc\nav_buoy_volcano.3db material_library = solar\Solar_mat_misc02.mat LODranges = 0, 1, 2, 3, 4, 20000 distance_render = 5000 mass = 10000.000000 loadout = neutron_star solar_radius = 2.443000 shape_name = NNM_SM_NAVBUOY hit_pts = 999999961690316250000000000000000000.000000
bw07.ini
[Object] nickname = BW07_Sun1_fx ids_name = 261048 pos = 0, 0, 0 rotate = 30, 0, 0 Archetype = neutron_star_fx ids_info = 66164
I need the effect to be visible throughout the system, so if anyone knows what I’m missing, I’d very much appreciate it.
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I remember someone saying that view distance was coded into the .ale file. I’ve had a look and I cant see where it is. maybe someone else could expand on this. I’d like it fixed because Omega 41 is flawed otherwise.
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In the effect type, try turning down the radius and fixing the pbubble: it should be MIN, MAX, so something like 1, 100000.
If that doesn’t work, might be something to do with the ALE; look at the Emitter_LODCurve definitions for all the effects and see if they go to zero somewhere.
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PolarBear wrote:
Right, without the neutron star effect Omega-41 is just another boring system…Yes, yes it is, thank you for your useful post, as always. Now a question just for Polarbear/Dvdman - please explain why the effect vanishes or GTFO
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PolarBear, stop acting like an ass and give a proper reply.
Since you obviously don’t know what’s wrong, just don’t reply at all.
Any future reply from you in this topic will be deleted.
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FriendlyFire wrote:
In the effect type, try turning down the radius and fixing the pbubble: it should be MIN, MAX, so something like 1, 100000.If that doesn’t work, might be something to do with the ALE; look at the Emitter_LODCurve definitions for all the effects and see if they go to zero somewhere.
changed the pbubble values to 1, 100000 ~ no effect
had a look at the .ale, the various effects have Emitter_LODCurve float values of (using Adoxas Xml kit):
0.0000000000: 0.07386288
1.0000000000: 1and
0: 1tell you the truth I have no idea what I’m looking at in .ales, why cant it just have a simply draw distance value you can change, lol
Just to make sure I changed the LOD range and the distance_render to double their size. Both have no effect on the draw distance
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Changing the radius and fixing the pbubble didn’t change anything. I’ll try the ALE next and see what happens. I’ve poked around with ALEs a time or two, so I’ll see what happens.
Is there anything in the EXE that would have an effect on the visible distance?
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There are a few offsets that affect it, but I’d expect you’ve already modified those. In any case, just peek into the list:
http://the-starport.net/modules/mediawiki/index.php/Limit_Breaking_101Specifically, I’d look at:
250000f freelancer.exe 210534 Dev far plane of view frustum (nothing will be drawn beyond this)6250000f server.dll 086AEC FriendlyFire square of maximum effect draw distance (vis_beam)
Though there might be others which I’ve missed.
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Increase space_farclip (aka freelancer.exe @ 1C8910).
bw07.ini
[SystemInfo] space_farclip = 100000 ```According to the list
freelancer.exe 1C8910 20000f = same offset as below, max distance at which ships can be seen (even if lodranges specify a higher distance) ~Dev
freelancer.exe 1C8910 20000f = same offset as above, poly flipping distance - raising this value stops graphical glitches on big CMPs, but raising it too high introduces flickering issues with SPH-based models (like planets) ~FriendlyFire -
The space_farclip fixed it. Thanks for the help!
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Capt.Morgan wrote:
The space_farclip fixed it. Thanks for the help!Thanks to Adoxa again! Confirmed, works in Omega 41 too. cost me 35k in damage just to view it from 100k away
least I can now use it in other systems without being embarrassed…
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Can also confirm that this works. Outstanding!
- NEW DISCOVERY*
This farclip also fixes another for me at least, major issue i’ve had for years in my mods. When using large planet and i mean large, 40-50k, if you use a ring round them, then these would flip out at certain ranges, or parts of the ring would just vanish until you got to a certain distance. Not any more. This cures the large ring vanishing problem as well. Now i’m even more impressed. Well done Adoxa.
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Is this a freelancer.exe edit at the ref mentioned above, or an ini edit at the system_info section?
In order to reduce experimentation (and work duplication), what is the recommended technique? Make farclip = the entry, or edit the exe to 100k?
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Be aware that raising that value causes issues with atmosphere flickering.
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Can’t remember if i’ve hacked the exe or not tbh for the visibility. If i didn’t, then it worked when i put the line into the system ini. If i did hack the exe, it worked when i added the entry to the system ini file. Either way, that needs to be added no matter what.
** EDIT **
Just checked my exe file, it’s not edited for the view distance as its still at the original setting, so its the line in the system ini that seems to be the cure, i set mine to 100000 and works like a charm.
Fuchu Prison 36k
Dresden Jumphole 43.6k
Omega 41 50k -
I’ll give that a try. Thanks.
A neutron star in Sigma-19? But… but…, why? (just curious)