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machines disappearing
Posted: Mon Aug 06, 2007 5:12 pm
by UR MAST3R
Well ive injected a few machines into my map to make a mach mod and spawned them all correctly. Now when i load up my map the machs will disappear when i look at them. Is there any way to fix this?
Posted: Mon Aug 06, 2007 5:36 pm
by foxfanatic23I7
When you look at them? What do you mean?
Posted: Mon Aug 06, 2007 5:39 pm
by Umbral
you probably spawned too many and the cloned chunks are overloading the map it happens to me with a lot of trees try to remove some if you can.
Posted: Mon Aug 06, 2007 5:46 pm
by UR MAST3R
it could be that i have too many but it doesnt usually make them disappear like this.
btw i have no firstperson models and no sky because of this.
Posted: Mon Aug 06, 2007 5:48 pm
by foxfanatic23I7
That sounds like a rebuild problem of sorts. Did you ever use H2core and H2g?
Posted: Tue Aug 07, 2007 7:37 am
by blackdiamond
this happens when there is so much for the game to load, it happened when i had 100 gernades spawn in 1 area, if i looked at it, the whole ai squad and machines and everything would dissapear
Posted: Tue Aug 07, 2007 8:31 am
by neodos
Go to the mach tag(s) and in the meta editor set the "bouding radius" to 99
Posted: Tue Aug 07, 2007 9:01 am
by UR MAST3R
Does setting the bounding radius to 99 have some significance? I've already tried setting it to 100, 10000, and 100000 and have had no luck.
Posted: Tue Aug 07, 2007 9:15 am
by blackdiamond
blackdiamond wrote:this happens when there is so much for the game to load, it happened when i had 100 gernades spawn in 1 area, if i looked at it, the whole ai squad and machines and everything would dissapear
listen to me

Posted: Tue Aug 07, 2007 10:13 am
by UR MAST3R
i did
There really isnt that many machs there... only around 35 spread out to make a mid sized map.
Posted: Tue Aug 07, 2007 10:37 am
by neodos
The bouding radius is the value which defines from what distance the objet won't be rendered(so from what distance you won't see it) depending of the size of the object and the distance.
But if that doesn't work then you have too much things spawned.
Can you walk over machines that dispear? if yes then it's a bouding radius problem i think.
Posted: Tue Aug 07, 2007 11:36 am
by CaptainPoopface
This would happen to me on Ascension, just injecting a few extra machs. It would also happen when I'd inject machs (not very many) into a SP->MP BSP conversion. After about 5 minutes, the game decides to start disappearing some trees, machs, and body parts, although they maintain their collision and can still be seen at very specific looking angles. The big bridge with blue energy rails from delta approach is also finicky for some reason. If you spawn it too close to a wall or other object, it will spawn invisible. You can still see it sometimes if you position the camera inside a wall or other solid object in Yelo. I would also get the vanishing sky effect in the SP-MP map.
I suspect it's related to the green mach problem, as well as the potential overloading of the map with additional objects.
The solution I've found is to use a different base map. Containment is the most mach-friendly, from what I've read and experienced. Hopefully you are making your own map entirely and not relying on a certain base map as part of the geography. Otherwise, use Containment and simulate the desired base map with more machs. Lockout, Ascension, Foundation, Tombstone, Elongation, Colossus, and maybe some others could be constructed entirely from ramps, planks, bridges, and some blocs. It is possible. I really wish more people would build unique new levels in this fashion.
Good luck.
Posted: Tue Aug 07, 2007 12:08 pm
by neodos
This never happened to me, what i do with the inject mach is, i duplicate a mach tag that was already in the original map and i swap the mach's hlmt ident of the duplicated tag to the new mach's hlmt.
Posted: Tue Aug 07, 2007 2:12 pm
by blackdiamond
35??!?!??!! of course they're dissapearing