Planet problems
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I’m having issues making cmp planets. I have made a six sided model, but the size in game doesn’t match the size in the cmp. Even if I add the radius from the cmp it does match up and fl gets the radius wrong in game. the “goto” function is messed up. I usually stop 10k away from the planet. Anyone have this problem before?
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Been a while since I did CMP planets but did you add a DpConnect01 Hp to the planet?
I used this tutorial to make them
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The radius parameter in the solararch.ini is only to adjust the icons size on the map. The “real” size is defined by the planets sur and cmp file.
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Here’s some ss of the problem:
First, how far away the “goto” stops from planet:
http://i113.photobucket.com/albums/n240/Alucard1_01/screen4-6.pngSecond, the range of the atmosphere:
http://i113.photobucket.com/albums/n240/Alucard1_01/screen2-8.pngIn the cmp, this was a new try, the raduis is: 1792.156 for all six sides. So I did this in the ini files:
[Solar]
nickname = Planet_01
ids_name = 60203
ids_info = 60204
type = PLANET
DA_archetype = SOLAR\CMP_Planets\planet_new.cmp
material_library = SOLAR\CMP_Planets\planet_new.mat
mass = 1000000
solar_radius = 1792.156
shape_name = NNM_SM_MEDIUM_FOREST_MOON[Object]
nickname = AA01_Planet_02
ids_name = 458755
pos = -34000, 0, -40579
rotate = 0, -10, -10
ambient_color = 255, 0, 0
Archetype = Planet_01_9000
ids_info = 492002
spin = 0, 0.004000, 0
atmosphere_range = 1892.156
burn_color = 160, 222, 245
visit = 1I also used the newest cmp exporter for this, then resized in flmodeltool.
Edit::::::: uploaded newest cmp, texture ane sur
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Just out of curiosity… If you’re going to make a planet texture as a cube map, why use a CMP planet at all? It’s less precise, LODs aren’t as good, wireframes are buggier, and you lose the atmosphere effect. Plus, it’s heavier.
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FriendlyFire wrote:
Just out of curiosity… If you’re going to make a planet texture as a cube map, why use a CMP planet at all? It’s less precise, LODs aren’t as good, wireframes are buggier, and you lose the atmosphere effect. Plus, it’s heavier.I was using cmp because, well 100% not sure where I heard it, you get flickering of .sph based model after a certian degree/distance. As I don’t know the offest for hacking it to make it appear at a huge distance away. Plus I was thinking making the planet sizes huge, like 10 or 15k in size.
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The flickering is caused by the atmosphere. If you don’t care to have one, just make it entirely transparent and you’ll be set. Granted, planets look rather ugly without any sort of atmosphere, but it’s a tradeoff.
Also, bear in mind that CMP planets suffer from perhaps an even worse bug where polygons seem to flip inside out at a certain distance. Most of the time you can’t see that because models are too small, but with large planets it gets problematic.
However, 10-15k is not big. You likely wouldn’t have an issue with SPH planets even while using an atmosphere. Problems arose with planets 100-300k wide.
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There’s a hack for it if you’re willing to tweak:
20000f freelancer.exe 1C8910 FriendlyFire 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)
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Ah, thanks for that. I was afraid to mess with that one because it was tied to ships as well. I first tried 250k and regular planets flickered horribly. 60k is a nice medium, far enough not to notice the poly flipping and on the border of sph flickering.
edit, my planet is 4k radius btw, 8,000m diameter
I am cooking up something cool for Christmas
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Aye, I meant that without changing the value from its default, you’d need some pretty darn big planets to have an issue. If you raise it, then the bug shows up rather quickly, which is a pain.
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FriendlyFire wrote:
The flickering is caused by the atmosphere. If you don’t care to have one, just make it entirely transparent and you’ll be set. Granted, planets look rather ugly without any sort of atmosphere, but it’s a tradeoff.Did you guys figure out a solution to it, because that’s what I’m getting now. I see in some of your videos huge planets with working atmospheres with no glitches.
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Yes, one of the first things we worked on was fixing planet atmospheres. I’ve also largely reconstructed them from scratch, as can easily be noticed if you compare vanilla ones with ours.
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It’s part of the DirectX 9 client hook. “Sharing” it would involve sharing a few thousand lines of C++ code. It’s not exactly something you can do in isolation.
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FLHook has had plenty of updates on the Subversion repository. No, they don’t have neat version numbers and packages, but they’re what many servers use at the moment.
Be aware that those new versions require a partial rewrite of your plugins.