View Full Version : Invisible Armors - Angle Dependent
Zordak
03-27-2011, 07:53 AM
Similar to previously reported bugs concerning costumes - specifically the skeleton suit - i have trouble with *all* armor pieces (including tunics) above level 50.
As before this is strongly viewing angle dependent, i can see the armors if i move the camera in a certain position. Unfortunately this position is hardly usable for playing, also enemies refuse to come only from the corresponding direction towards me.
This is not a problem on my side, i am apparently not missing any ressources.
While this was a nuissance with invisible lowlever armors and save guards, it became a pain with introduction of the skeletton costume. Now it starts to become unbearable: Barbs popping up next to me because i can only see a floating sword and a helmet greatly reduces the fun for me.
This seems to appear only on linux, i have never experienced this problem on windows - though i didnt try the opengl renderer there.
Z.
[now the tech line: core i5 2500, nvidia 430, arch linux x64, nvidia version 270.30]
Arafails
03-27-2011, 10:02 AM
Same problems here with ATi Radeon 4200, Debian sid (x86_64), AMD Catalyst driver 11.2
Although, I think it's more distance, ie. LoD, dependent. Lowest character details are visible, higher ones aren't.
Quincebo
03-27-2011, 10:47 AM
heard this before
it was something about the shader, but because i don't have this problem i forgat the solution
OpperVaagheid
03-27-2011, 12:18 PM
Same problem on my other pc here. Event tunic are not visible. Only the default gear. So for archers you only would see a helmet and a bow.
Zordak
03-27-2011, 12:18 PM
heard this before
it was something about the shader, but because i don't have this problem i forgat the solution
Hm, indeed i can see the archer guards armor perfectly when in fixed pipeline. But its wrong with shader 2.0+ if the hardware skinning option is set.
Anyone a clue what this option does?
Z.
Also shader 4/Linux, Skeleton/Alienware armor is invisible on bigger distance
Kitsuni
03-27-2011, 03:35 PM
Disable hardware skinning, it is bugged in the OpenGL renderer, just like weapon beams.
OpperVaagheid
03-28-2011, 10:51 AM
Disable hardware skinning, it is bugged in the OpenGL renderer, just like weapon beams.
And how do we do that? :)
Arafails
03-28-2011, 11:48 AM
And how do we do that? :)
It's under advanced options, but it's a disabled checkbox for shader model 2.0, suggesting it doesn't get used on it. Seeing as my GPU is integrated, I run at 3-4fps on SM3/4, so why do I have the problem if it's caused by it?
Kitsuni
03-28-2011, 02:21 PM
It's under advanced options, but it's a disabled checkbox for shader model 2.0, suggesting it doesn't get used on it. Seeing as my GPU is integrated, I run at 3-4fps on SM3/4, so why do I have the problem if it's caused by it?
Shader Model 2 was the first version of completely reprogrammable shaders (pixel shaders) introduced with the GeForce FX, thus some things can't be enabled or disabled on it. The later revisions added more flexibility, at the cost of performance and requiring better hardware. To summarize; NGD would have to stop using whatever feature is causing it, as it can't be disabled directly, and seeing as how the skeleton and Alienware costumes still have bad rendering issues around the edges, they've shown zero interest in fixing them.
OpperVaagheid
03-28-2011, 02:56 PM
It's under advanced options, but it's a disabled checkbox for shader model 2.0, suggesting it doesn't get used on it. Seeing as my GPU is integrated, I run at 3-4fps on SM3/4, so why do I have the problem if it's caused by it?
Aaah thats why i cannot see it. I still run in fixed pipeline on this flaptop
Orimae
03-28-2011, 03:03 PM
Shader Model 2 was the first version of completely reprogrammable shaders (pixel shaders) introduced with the GeForce FX, thus some things can't be enabled or disabled on it. The later revisions added more flexibility, at the cost of performance and requiring better hardware. To summarize; NGD would have to stop using whatever feature is causing it, as it can't be disabled directly, and seeing as how the skeleton and Alienware costumes still have bad rendering issues around the edges, they've shown zero interest in fixing them.
Great news...cos this is really fun.. (also i cant see guards sometimes...and this poor guy lay dead for ages cos i couldn't see him :thumb_down: )
http://img9.imageshack.us/img9/9404/screenshot2011032814131.jpg
Kitsuni
03-28-2011, 03:12 PM
You could try toying around with the options in the configuration file, it might be possible to "tweak" the issue out.
surak
03-28-2011, 05:42 PM
Try this on AMUN please (with hardware skinning enabled)
OpperVaagheid
03-29-2011, 10:08 AM
Try this on AMUN please (with hardware skinning enabled)
For those who have no idea what this hardware skinning is.... I was checking my ~/regnum/game.cfg file and found this line:
vg_enable_hw_skinning = 1
I guess we have to set that to 0
You can turn this on and off in Advanced options in RO launcher. No need to modify config file.
HidraA
03-29-2011, 02:48 PM
You can turn this on and off in Advanced options in RO launcher. No need to modify config file.
That option will be avaible to change in advance option only in shader 3.0 and 4.0,not in fixed pipelines or shader 2.0.
Zordak
03-31-2011, 05:28 PM
Try this on AMUN please (with hardware skinning enabled)
Sorry i was busy and could not check it for a few days.
The problem persists on amun with enabled hardware skinning.
Z.
surak
03-31-2011, 05:43 PM
Sorry i was busy and could not check it for a few days.
The problem persists on amun with enabled hardware skinning.
Z.
With all clothings or did you test with one in particular?
Zordak
03-31-2011, 06:57 PM
With all clothings or did you test with one in particular?
I always test with the archer guard at samal save.
Z.
OpperVaagheid
04-01-2011, 11:17 AM
For those who have no idea what this hardware skinning is.... I was checking my ~/regnum/game.cfg file and found this line:
vg_enable_hw_skinning = 1
I guess we have to set that to 0
Just for the info; This solution works if you run in fixed or shader 2.
surak
04-01-2011, 11:49 AM
I always test with the archer guard at samal save.
Z.
Daaah. More broken shaders. -.-
Fixed. Try again :)
Zordak
04-01-2011, 12:57 PM
Daaah. More broken shaders. -.-
Fixed. Try again :)
I can see the archer guards perfectly now \o/
Since i cannot test all costumes and armors on amun right now i will revive this thread when i stumble over this problem again.
Thank you Surak
Z.
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