Author Topic: Model often spawns incomplete  (Read 2253 times)

Hello,
I'm making an LEGO 3181 for Blockland. The problem i'm having is that, when spawning it, often it spawns incomplete.
These two pictures will describe it perfectly.
When it spawns fine - https://www.dropbox.com/s/d251gks9mbqpdsj/Blockland_00020.png
When it's broken - https://www.dropbox.com/s/6qcjgj98jlibddr/Blockland_00021.png
It looks like there would be some "versions" - When it's broken either two windows, or the roosterpit, rudder, most of the windows and part of the back is missing. It completely cuts whole mesh that's missing.
It also appears that the mesh isn't getting completely removed - Often i can find it somewhere on the map, way further.
In addition, it appears if the model yet spawned incomplete, it will remain incomplete by the time You play, even if You turn off the server and turn it on again, it will  - You have to exit the game and run it again to have a chance it spawns complete. Same applies when the model is complete.
Summary
  • The model spawns incomplete most of times
  • Yet spawned once, it will remain unchanged until You restart the whole game
  • Always breaks the same way
  • Breaks randomly as You run Blockland with it
Additional question, unrelated and not so much important
Is there some way to export with half-transparency? Setting Alpha to 0.500 didn't take any effect both ingame and in Blender.
The .blend file in case it would be usable - https://www.dropbox.com/s/sc4l9e2p5xma04e/3181.blend
I'm sorry for bad English, i'm from Poland and didn't yet master English.
Huge Thanks for any help!
« Last Edit: October 14, 2013, 02:25:45 PM by Kikanek »

Alright so half transparency thing first. What do you mean by this? I'm assuming you're not talking about the entire model but the windows. Basically, you want to make sure that the windows are using a .png image as their UV texture that has transparency on it. Then when exporting, make sure to go into the materials tab and I believe that you need to check some box that says transparent or alpha or something just for that texture. I'll find a picture when I get more time if you can't get this.

As for the disappearing thing the parts that are missing seem to be the most complex parts of the model. Just looking at what disappears I see there's a lot of extra faces on this model which should be deleted for better performance (The hidden 3D studs and such). As for the pieces themselves, perhaps they're just too complex for blockland to handle. Did you see if there were any console errors?
I can't take a look at the .blend file now as I have to head to class but I will when I get back if I remember. Try and do a bit more research on what I listed above to see if any of that helps/fixes anything.

Hello,
As well i do mean the windows, and as far as i can see, transparency is set to ZTransp and as well my .png is half-transparent. (It's possible i misunderstood, sorry then) Also tried to set "Translucent" before, but it made really bad effect, sure didn't look half-transparent.
About disappearing, i doubt but as well i'll see - Also these simple windows, and top bricks do always disappear. In addition, engines do never disappear, though they're really complex, meanwhile... These little bricks on them do. Also, as i already said, these bricks don't just "disappear", usually they spawn at completely wrong place, way further.
The only error thrown in the console is about collision that's actually not yet set up - Just rendering it as an item to see how it looks, but once exported as vehicle with some example collision mesh and it was same.
Before, i also tried removing edge split off the bricks, tested twice and the problem didn't appear to show again, but the lightning was really messed up, so that way i'd have to find better way to manage lightning.
Thank You!
« Last Edit: October 14, 2013, 03:57:21 PM by Kikanek »

I assume each brick is it's own mesh group.

Make sure that your LOD is set properly for all the groups.

Hello,
Well, every brick is in it's own mesh, i didn't set up groups. Are they so important?
@EDIT: Forgot to say, it started appearing... After i fixed normals on the seats :-)
I'll try that, Thank You!
« Last Edit: October 14, 2013, 04:24:37 PM by Kikanek »

Why are you importing a high-poly lego model into Blockland?

Well, isn't the answer simple? For there to be some high-poly vehicle in Blockland :cookieMonster:
As it runs at all and doesn't seem to make lag (yet C:), i don't see a problem with it being high poly :-)

If the model being high-poly makes the problem, then i don't understand why always running on the same add-ons and the same everything, sometimes it's fine sometimes not, and why it started disappearing sometimes when i fixed normals on the seats? No new face appeared, just 7 fixed normals or so, and such error appearing C:
Though, if that high-poly thing is the reason, i guess i'll have to find some workaround like spawning it with extremely fast animation, that would cause, even if it spawned wrongly the animation at spawn should fix it... Or [any other workaround that would work] :-)
Thanks!
« Last Edit: October 15, 2013, 07:35:48 AM by Kikanek »

You should break down the model into many different objects which have less than 10k polygons.

I thought it's yet?
Well, i'll check it right now, Thank You Very Much!
@EDIT: Apparently no object has more than 10K polygons, but i guess it's just that i and/or Blender is $*(@ed up and cannot find the text box that tells me how much polygons are there in an object C: Though noticed high amount of completely-not-needed duplicates, every of them having 100 up to 1000 polygons...
But as i am complete idiot new to Blender, i'll spend all night thinking how to optimize that :-)
« Last Edit: October 15, 2013, 01:24:03 PM by Kikanek »