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Temporary fix for gif/png bug (Community)
Temporary fix for gif/png bug // Community
Jun 17, 2006, 10:01pm
In case anybody missed it or didn't get what I was saying, I've set up a
real world example of how to apply the workaround for the gif/png draw order
bug. It's in use here:
AW 2340s 3629e 270
You'll be facing a building with a big entry door. On the outside, to the
right of the door, against the wall is a .png tapestry with torn edges. The
edges are masked out. This one has the fix applied. To the left of the door
is what it looks like without the fix.
The workaround is to apply an unnoticeable rotation to the objects behind
the masked image. I just did "rotate .01 time=.0001". It's too small a
rotation to even render.
This is *not* the same as the common mask bug that we've had for years now;
it's clearly a draw order conflict. So dont try to fix that problem with
this. Any objects that were rotated, rebuilt, or even just right-clicked
won't be vunerable to the draw order bug caused by masked gif/png images.
However since it only works per session, using rotates seems to be the more
practical solution for now.
Limitations would be that the objects rotated have to be in the same cell as
the masked image, or it won't be as reliable depending on load order. You
can work around this by having a remote object constantly reapply the action
every few seconds though.
Hope this workaround lets you have a lil' more fun with this very powerful
new feature at least untill they fix it (if they do :P).
- Com
Jun 17, 2006, 10:40pm
Can't u take it to PSP and clean up that edge and make a mask for it?
wouldnt that work?
[View Quote]"SW Comit" <sam at usamedia.tv> wrote in message
news:449497e0$1 at server1.Activeworlds.com...
> In case anybody missed it or didn't get what I was saying, I've set up a
> real world example of how to apply the workaround for the gif/png draw
> order bug. It's in use here:
>
> AW 2340s 3629e 270
>
> You'll be facing a building with a big entry door. On the outside, to the
> right of the door, against the wall is a .png tapestry with torn edges.
> The edges are masked out. This one has the fix applied. To the left of
> the door is what it looks like without the fix.
>
> The workaround is to apply an unnoticeable rotation to the objects behind
> the masked image. I just did "rotate .01 time=.0001". It's too small a
> rotation to even render.
>
> This is *not* the same as the common mask bug that we've had for years
> now; it's clearly a draw order conflict. So dont try to fix that problem
> with this. Any objects that were rotated, rebuilt, or even just
> right-clicked won't be vunerable to the draw order bug caused by masked
> gif/png images. However since it only works per session, using rotates
> seems to be the more practical solution for now.
>
> Limitations would be that the objects rotated have to be in the same cell
> as the masked image, or it won't be as reliable depending on load order.
> You can work around this by having a remote object constantly reapply the
> action every few seconds though.
>
> Hope this workaround lets you have a lil' more fun with this very powerful
> new feature at least untill they fix it (if they do :P).
>
> - Com
>
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Jun 17, 2006, 10:48pm
Completely missed the point you ;P
Has nothing to do with the gif/png bug that.
[View Quote]"Ciena" <nikona at comcast.net> wrote in message
news:4494a118$1 at server1.Activeworlds.com...
> Can't u take it to PSP and clean up that edge and make a mask for it?
> wouldnt that work?
|
Jun 17, 2006, 10:48pm
Completely missed the point you ;P
Has nothing to do with the gif/png bug...
[View Quote]"Ciena" <nikona at comcast.net> wrote in message
news:4494a118$1 at server1.Activeworlds.com...
> Can't u take it to PSP and clean up that edge and make a mask for it?
> wouldnt that work?
|
Jun 18, 2006, 1:33am
I found a problem with bmp masks where the picture extended to the edge
of the mask. You would get a black line on the opposite side of the image.
It looked like you had done a bad job masking as Ciena indicated, but was
not
the case. To fix it you need to scale the UVs on the panel to be slightly
bigger than 0 and less then 1.0. Means you have to edit the numbers in
notepad
as that's the easiest. The problem goes away. I used that trick on my elven
village models.
I don't have a before and after example displayed, but can if anyone is
interested
Starheart
[View Quote]"SW Comit" <sam at usamedia.tv> wrote in message
news:449497e0$1 at server1.Activeworlds.com...
> In case anybody missed it or didn't get what I was saying, I've set up a
> real world example of how to apply the workaround for the gif/png draw
order
> bug. It's in use here:
>
> AW 2340s 3629e 270
>
> You'll be facing a building with a big entry door. On the outside, to the
> right of the door, against the wall is a .png tapestry with torn edges.
The
> edges are masked out. This one has the fix applied. To the left of the
door
> is what it looks like without the fix.
>
> The workaround is to apply an unnoticeable rotation to the objects behind
> the masked image. I just did "rotate .01 time=.0001". It's too small a
> rotation to even render.
>
> This is *not* the same as the common mask bug that we've had for years
now;
> it's clearly a draw order conflict. So dont try to fix that problem with
> this. Any objects that were rotated, rebuilt, or even just right-clicked
> won't be vunerable to the draw order bug caused by masked gif/png images.
> However since it only works per session, using rotates seems to be the
more
> practical solution for now.
>
> Limitations would be that the objects rotated have to be in the same cell
as
> the masked image, or it won't be as reliable depending on load order. You
> can work around this by having a remote object constantly reapply the
action
> every few seconds though.
>
> Hope this workaround lets you have a lil' more fun with this very powerful
> new feature at least untill they fix it (if they do :P).
>
> - Com
>
>
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Jun 18, 2006, 3:00am
Yes, you need to shave off .4% of the UV (0.04 and 0.96) to fix this
problem. AWE applied it to a number of objects such as all the sprites.
Because the intended work around is to add texture clamping to the object
which also fixes the black line. But then you clamp the texture, which makes
it clamped on all objects in the area...which blows and slightly abusive :P
- Com
[View Quote]"Starheart" <starheart at sh3d-design.com> wrote in message
news:4494c982$1 at server1.Activeworlds.com...
>I found a problem with bmp masks where the picture extended to the edge
> of the mask. You would get a black line on the opposite side of the image.
> It looked like you had done a bad job masking as Ciena indicated, but was
> not
> the case. To fix it you need to scale the UVs on the panel to be slightly
> bigger than 0 and less then 1.0. Means you have to edit the numbers in
> notepad
> as that's the easiest. The problem goes away. I used that trick on my
> elven
> village models.
>
> I don't have a before and after example displayed, but can if anyone is
> interested
>
> Starheart
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