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Cyborg Transport
Posted: 17 Nov 2009, 22:15
by KukY
In multiplayer,the blue orb on Transport seems to be shaking,moving left-right in small steps,i don't know how to explain...
Anyway it looks weird and it tires my eyes so does anybody know something more about that?
Re: Cyborg Transport
Posted: 17 Nov 2009, 22:57
by Mysteryem
13KukYNexus666 wrote:In multiplayer,the blue orb on Transport seems to be shaking,moving left-right in small steps,i don't know how to explain...
Anyway it looks weird and it tires my eyes so does anybody know something more about that?
Oh, yeah, I noticed this ages ago, the pie model has two polygons that are placed over one another. Sorry for not telling anyone.

Re: Cyborg Transport
Posted: 17 Nov 2009, 23:01
by i-NoD
And maybe you can tell me why does casts a wrong shadow?
Re: Cyborg Transport
Posted: 17 Nov 2009, 23:03
by Mysteryem
i-NoD wrote:And maybe you can tell me why does casts a wrong shadow?
I'm not sure, what was wrong with the shadow anyway, wasn't one of the "wings" not showing or something?
Re: Cyborg Transport
Posted: 17 Nov 2009, 23:28
by i-NoD
Mysteryem wrote:wasn't one of the "wings" not showing
Exactly.
Re: Cyborg Transport
Posted: 17 Nov 2009, 23:39
by Mysteryem
i-NoD wrote:Mysteryem wrote:wasn't one of the "wings" not showing
Exactly.
Actually it the wing and the top wing, whatever it actually is. I currently testing a number of things to see if I can find out what it making the shadow not form properly.
Re: Cyborg Transport
Posted: 17 Nov 2009, 23:50
by Mysteryem
When making polygons two sided the second side is slightly darker than the first side and is indicated with a very desaturated purple line (almost appears grey) whereas the first side is indicated with a desaturated red/orange line.
If the second side is face up on the model then no shadow is formed. The first side (orange line) MUST be face up otherwise the polygon will not get a shadow.
Polygons can be flipped by selecting the polygon (right click) and pressing Ctrl+F.
My guess is that polygons (two or one sided) don't have shadows when facing up because they would usually be under the shadow of another polygon so it would make the game run slower (because it has to render more shadows). By removing these it therefore speeds the game up.
Fixed PIE file:
REMOVED, see next post by me.
Edit(again): It seems quite a few of the VTOL propulsion PIEs have this problem, it's just that the transport is easier to notice.
Re: Cyborg Transport
Posted: 18 Nov 2009, 00:16
by i-NoD
Wings are fixed but the cockpit is not

Re: Cyborg Transport
Posted: 18 Nov 2009, 00:26
by Zarel
Upload a PIE with the cockpit fixed, and I'll gladly commit.
Also, is it really that hard to tell that the "blue orb" is a cockpit, or is KukY just being silly?
Re: Cyborg Transport
Posted: 18 Nov 2009, 00:34
by Mysteryem
Zarel wrote:Upload a PIE with the cockpit fixed, and I'll gladly commit.
Also, is it really that hard to tell that the "blue orb" is a cockpit, or is KukY just being silly?
sorry, I forgot that I'd reverted the PIE before applying the fix to the wings.
If I have time, do you want me to fix the VTOL propulsion models that have this problem? (shadows)
I also noticed that some of the polygons on the right VTOL propulsion of the Dragon are inside out, resulting in it looking rather strange.
Re: Cyborg Transport
Posted: 18 Nov 2009, 00:51
by i-NoD
Mysteryem wrote:If I have time, do you want me to fix the VTOL propulsion models that have this problem? (shadows)
Would be great, man.

Re: Cyborg Transport
Posted: 18 Nov 2009, 00:55
by Mysteryem
i-NoD wrote:Mysteryem wrote:If I have time, do you want me to fix the VTOL propulsion models that have this problem? (shadows)
Would be great, man.

I'm a little busy with coursework at the moment, but in a few days I should be able to.
Re: Cyborg Transport
Posted: 18 Nov 2009, 01:17
by Zarel
Hey, i-NoD, I was in the middle of committing this! Not nice! D:
This is why you need to actually be in the IRC channel. Seriously, just use the webchat if you can't find a good IRC client.
Re: Cyborg Transport
Posted: 18 Nov 2009, 01:23
by stiv
Hey, i-NoD, I was in the middle of committing this
Not really a problem. Commits in svn are atomic operations. It either all works or it doesn't.
Re: Cyborg Transport
Posted: 18 Nov 2009, 01:25
by i-NoD
Ok, ok. I'm a bad guy, but why do I feel like we both interrogated Mysteryem for the fix
