Gf_neutronstar rendering problem
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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) -
Not yours, Capt.Morgan’s.
Bw07 = Sigma19
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OK, I guess I understand. The neutron star effect is being added to one of the suns in Bw07? I thought a Neutron Star (like in O41) was being added and wondered about the backstory behind it.
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This is for the Broken Bonds mod, which is a total conversion mod. Our bw07 isn’t Sigma-19 at all.
We threw the effect onto a star, rather than a vanilla neutron star. The vanilla neutron star looks absolutely nothing like a real one, so we weren’t going to use it.