reddozen Posted July 2, 2014 Author Share Posted July 2, 2014 There should be one in the first post. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 2, 2014 Share Posted July 2, 2014 using your file, I added a free camera with far plane = 100000.0 and it works Quote Link to comment Share on other sites More sharing options...
reddozen Posted July 2, 2014 Author Share Posted July 2, 2014 I guess I don't understand why I need such a far view distance if the model is only half as tall as the view frame when it's scaled down. My scene would run at single digit FPS with a view range that far and the full scene. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 2, 2014 Share Posted July 2, 2014 My camera is at 0.0.0 and the object is at 4000,.... so I need at least 5000 for the far plane Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 2, 2014 Share Posted July 2, 2014 Oups..no the object is at 50000, 80000, 50000!!!! So even if you scale it down it will remain too far you have to move it to the origin Quote Link to comment Share on other sites More sharing options...
reddozen Posted July 3, 2014 Author Share Posted July 3, 2014 Changing the view range (1,000,000 units) had no effect on my example scene, and neither did removing the scale. I even just tried exporting it again using the latest exporter.... What could I be doing differently that is allowing it to work for you and not me? I've got my script down to almost nothing... index_dongsang.html:<!DOCTYPE html><html xmlns="http://www.w3.org/1999/xhtml"><head> <title>Worlds Gate - Test Client</title> <script src="babylon.1.13-beta.js"></script> <! -- Load all our map files here --- > <script src="../Models/Maps/Loaders/Prt_f01_scene2.js"></script> <style> html, body { width: 100%; height: 100%; padding: 0; margin: 0; overflow: hidden; } #renderCanvas { width: 100%; height: 100%; } </style></head><body><div id='stats' name='stats' style="top: 5px; right: 5px; position: absolute; padding: 10px; background-color: rgba(255, 255, 255, 0.2);"></div> <canvas id="renderCanvas"></canvas> <script> if (BABYLON.Engine.isSupported()) { var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, true); var scene = new BABYLON.Scene(engine); var camera = new BABYLON.FreeCamera("Camera", new BABYLON.Vector3(10, 400, 700), scene); // Wait for textures and shaders to be ready scene.executeWhenReady(function () { // lights var sun = new BABYLON.PointLight("Omni0", new BABYLON.Vector3(60, 2000, 10), scene); // load the prontera map objects Prt_f01_map(scene, 0); // Attach camera to canvas inputs camera.attachControl(canvas); camera.checkCollisions = true; camera.position = new BABYLON.Vector3(-98.49, 5.69, -43.56); camera.rotation.y = 2.5; camera.ellipsoid = new BABYLON.Vector3(0.1, 0.1, 0.1); camera.inertia = 0.7; //15~18 camera.maxZ = 1000000; //alert (''+ scene.getMeshByName("Rag2_bro_mtree_a_04").position.X +''); }); scene.executeWhenReady( function () { engine.runRenderLoop(function() { scene.render(); stats.innerHTML = "<span>Total vertices: " + scene.getTotalVertices() + "<br>" + "Active vertices: " + scene.getActiveVertices() + "<br>" + "Active particles: " + scene.getActiveParticles() + "<br><br>" + "FPS: " + BABYLON.Tools.GetFps().toFixed() + "<BR>" + "Frame duration: " + scene.getLastFrameDuration() + " ms<br><br>" + "<i>Evaluate Active Meshes duration:</i> " + scene.getEvaluateActiveMeshesDuration() + " ms<br>" + "<i>Render Targets duration:</i> " + scene.getRenderTargetsDuration() + " ms<br>" + "<i>Particles duration:</i> " + scene.getParticlesDuration() + " ms<br>" + "<i>Sprites duration:</i> " + scene.getSpritesDuration() + " ms<br>" + "<i>Render duration:</i> " + scene.getRenderDuration() + " ms" + "<BR><BR>" + "Camera Position: (" + camera.position.x + ", " + camera.position.y + ", " + camera.position.z + ")<BR>" + "View Range: "+ camera.maxZ +""; }); } ); } </script></body></html>Prt_f01_scene2.js:var Prt_f01_map = function(scene, offset) { var Prt_f01_prt_dongsang_inst = 0; BABYLON.SceneLoader.ImportMesh("", "../Models/Maps/", "prt_dongsang.babylon", scene, function(mapZone, particleSystems, skeletons) { mapZone[0].visiblity=false; mapZone[0].isVisible=false; mapZone[0].name = "Prt_f01_prt_dongsang"; //////////////////////////////////////////////////////// // Instance Copies //////////////////////////////////////////////////////// Prt_f01_prt_dongsang_inst++; objInstance = mapZone[0].createInstance("Prt_f01_prt_dongsang_inst_"+ Prt_f01_prt_dongsang_inst +""); objInstance.visible = true; objInstance.isVisible = true; objInstance.position = new BABYLON.Vector3(-101.492996, 2.988000, -19.001993); objInstance.scaling = new BABYLON.Vector3(0.001, 0.001, 0.001); objInstance.rotation = new BABYLON.Vector3(0.000000, 4.712389, 0.000000); } );} Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 3, 2014 Share Posted July 3, 2014 Could you share the .babylon and all textures? Quote Link to comment Share on other sites More sharing options...
reddozen Posted July 3, 2014 Author Share Posted July 3, 2014 Here they areprt_dongsang.zip Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 4, 2014 Share Posted July 4, 2014 Using your code I see this: Isn't the right thing to see? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 4, 2014 Share Posted July 4, 2014 Ok gotcha, I should also see the rider let me check more:) Quote Link to comment Share on other sites More sharing options...
reddozen Posted July 4, 2014 Author Share Posted July 4, 2014 Exactly... this is what I was running into which is VERY strange that only part of the model shows up. if you click and drag the mouse to look up, as soon as the base is out of view, he'll pop up... Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 4, 2014 Share Posted July 4, 2014 THIS WAS A FUc**** BUG:) But I found it and killed it (bjs 1.13) Dad72 1 Quote Link to comment Share on other sites More sharing options...
reddozen Posted July 4, 2014 Author Share Posted July 4, 2014 Thanks man... Knew I wasn't going crazy! Quote Link to comment Share on other sites More sharing options...
reddozen Posted July 4, 2014 Author Share Posted July 4, 2014 leads to another issue... lol Check out the scene... now the invisible parent that I'm instancing the model from is visible. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted July 4, 2014 Share Posted July 4, 2014 Oh yeah I found it also. Will be fixed by next update Quote Link to comment Share on other sites More sharing options...
reddozen Posted July 4, 2014 Author Share Posted July 4, 2014 done and done... thanks again Quote Link to comment Share on other sites More sharing options...
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