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DockingOffset issue
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WoodleMyNoodle
Cyborg Soldier


Joined: 09 Apr 2018

PostPosted: Tue Feb 12, 2019 2:51 pm    Post subject:  DockingOffset issue Reply with quote  Mark this post and the followings unread

Currently having an issue where the right wing of a jet starts to dissapear in DockingOffset slot 0. Messing around with the Z axis causes this jet to shake a lot, so I don't really know what to do.

Any thoughts?



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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Tue Feb 12, 2019 3:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

I guess there is something wrong with the bib...

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Feb 12, 2019 3:56 pm    Post subject: Re: DockingOffset issue Reply with quote  Mark this post and the followings unread

WoodleMyNoodle wrote:
Messing around with the Z axis causes this jet to shake a lot

Z Axis is for the height at which the Aircraft docks.

Like ZDockOffset = 20 means the jet will "land" on the pad at the height of 20 leptons off the actual ground the dock is built on.
Tho I can't explain the shakiness other than "bug becaues WW never needed to test or fix it".

There's nothing wrong with the bib, other than chk its ZAdjust value...

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WoodleMyNoodle
Cyborg Soldier


Joined: 09 Apr 2018

PostPosted: Tue Feb 12, 2019 3:58 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Virgil wrote:
I guess there is something wrong with the bib...


Ohhh I am dumb. Fixed it by adding NormalZAdjust=50 haha

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Feb 12, 2019 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

WoodleMyNoodle wrote:
Ohhh I am dumb. Fixed it by adding NormalZAdjust=50 haha

that's not really fixing it, since you most likely now added another bug, where units/buildings behind the building are now rendered in front of it.

You only really fix it, by having all parts that should be below landed aircraft in the Bib only (and removed from the main SHP), as the Bib is always rendered on the lowest ground render layer.

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WoodleMyNoodle
Cyborg Soldier


Joined: 09 Apr 2018

PostPosted: Tue Feb 12, 2019 5:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
WoodleMyNoodle wrote:
Ohhh I am dumb. Fixed it by adding NormalZAdjust=50 haha

that's not really fixing it, since you most likely now added another bug, where units/buildings behind the building are now rendered in front of it.

You only really fix it, by having all parts that should be below landed aircraft in the Bib only (and removed from the main SHP), as the Bib is always rendered on the lowest ground render layer.


Ah I see. I'll be sure to keep that in mind the next time I encounter such an issue.
Fortunately this time I was lucky enough that didn't happen to me.  Razz

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Feb 12, 2019 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Still a mystery to me how ZAdjust, YSort, and ZShapePointMove fix layering issue. Sometimes I just can't get anim behind or in front.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Feb 13, 2019 2:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Try one or both:
Flat=yes
Layer=ground

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