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#xxl

schmeling65
where difference?=
forgotten_in_abyss
pegperegogaucho
Subtle difference
schmeling65
ah, wouldn't have seen that
pegperegogaucho
Question for the experts (@adrientd , @hesopesomeso): :SamLook: at the squirrel. As soon as it's origin moves out of view, it goes invisible! Why's that? Note that this is a "CKHkAnimatedCharacter", but i'm not sure if this is because of something in there. Same thing also happens in Normandy
adrientd
Maybe something is wrong with the bounding sphere in the RwGeometry? I know that it is used to check for culling. And of course the bounding sphere is covering the model in its static pose, it probably doesn't take the animation into account. At least the editor computes like that, and I think this should be fine? Maybe there are other bounding spheres in the animation? In that case we may to look into because the editor doesn't do any bounding sphere computation for the animation (if they exist).
adrientd
And yes, I just went to Normandy, squirrels indeed disappear when they are not on my camera :/
pegperegogaucho
I did suspect the bounding sphere in RwGeo, I will try to modify it later. Note that I imported the squirrel from Normany so any bug carried over
pegperegogaucho
I just tested and indeed, it is because of the bounding sphere! Thanks!
pegperegogaucho
Sometimes the problems are easy to solve...
adrientd
Maybe a solution I was thinking would be to add a small triangle in the model at where the tree would be in the squirrel's model to trick the bounding sphere radius computation to be larger.
adrientd
And I wonder if this issue also exists in How to train a Dragon :Obelul:
pegperegogaucho
Sure that would solve it
pegperegogaucho
But it requires modifying the model, the easier method would be to take animations into account
adrientd
The problem is when you import the model, it doesn't know that it has animations.
adrientd
But maybe the developers Kal editor could technically do that, as that KIF file contains both model and animations according to what the remaster dev said on his blog.
pegperegogaucho
Ah yeah of course :FrogThinking:
pegperegogaucho
Maybe the exporter could compute the bbox then, but again not optimal...
pegperegogaucho
But for that the animations would have to be attached :Obelul: Big problem
adrientd
And the DFF and Anims export plugins are separate