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View Full Version : Hypervoxel Problem!



HowardM
04-02-2003, 04:36 PM
Please help me figure this one out!
Im using an image of a crowd (10 people) as a sprite and for some reason some of the HVs are being seen through the stadium!
The emitter is the seating area which is smaller than the area behind the walls, so the emitters particles are DEFINITELY not in front of the walls...when I use just a sprite without the image map, the HVs are fine, but when I use the image map, some appear in front!

I tried Ray Traced trans, but that didnt help.
Nothing is transparent anyway...but i thought it would work...

THANKS!

HowardM
04-02-2003, 05:49 PM
http://www.3dink.com/crowdtest.jpg

ingo
04-03-2003, 01:29 AM
Hi Howard, you have to use a smaller map to make it look good. HV rotates the sprites so they are all camera oriented, thats why your large map is visible in the curves of the stadium.

Rory_L
04-03-2003, 03:01 AM
Just noticed! Hope you know where your towel is!

R

ingo
04-03-2003, 03:49 AM
Sorry no, i'm to busy designing fjords for the new Africa ;)

HowardM
04-03-2003, 08:39 AM
thanks ingo, but they are DEFINITELY waaaay behind the wall...so, after hours of testing last night, it appears that no matter what, the HV show through, total HV bug, please, PLEASE if you have time try it out.....make an emitter out of a poly, make a wall in front, and use an image map as a sprite....

BUT the solution is - FXlinker and polys, which I think actually renders a little faster!
http://www.3dink.com/crowdfix.jpg

AND polys dont crawl like sprites do...HV sprites crawl when the camera pans, even with MB, fields, and EAA!

Thanks guys!