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Ferhod 2013年10月30日 9時33分
Models disappearing from certain angles
Models imported from Gmod, completely vanishes when I look at them from certain angles. I found out that it happens if I look far away from the origin (not the root). Therefore, it seems like this is because the engine thinks the object is not within the camera view.

The objects still have their shadows when the they disappear.
I have already tried moving the root within the view - No success.


Any help is highly appreciated.

If you're interested in checking out the models yourself here are the links:
Gmod MBilliards mod: http://facepunch.com/showthread.php?t=1054212
File download source: http://mbilliards.googlecode.com/svn/trunk/
Tiny program used for downloading the files: http://downloadsvn.codeplex.com/
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raptornx01 2013年10月30日 10時13分 
I think this is a known glitch with some models. I recently came across a model of a wall that i think is in sfm by default that disappears when you get close to it. I'm not sure waht causes this or how to fix it without decompiling the model (if it can be fixed that way)
Ferhod 2013年10月30日 11時42分 
Huh, ok. There has to be a solution.
R234 2013年10月30日 14時25分 
Yeah, it's due to a process called frustum culling, which makes it so that when a model is off-screen, it isn't rendered to save on GPU power. Very useful in video games, not so much in a CG movie program, especially when it's buggy, which it often is with Gmod models in SFM.

From what I can gather, commenting out "$hboxset" in the model's QC file is the only way to fix that. So yes, it needs to be decompiled.
Ferhod 2013年10月30日 14時44分 
Ah, ok. I will give that a try. Thanks a lot!
Ferhod 2013年10月31日 15時29分 
Yup, it works!
R234 2013年10月31日 16時22分 
Awesome, another confirmation :)
NieO®ginalny™ 2013年12月27日 7時01分 
Sorry for necro, but can someone explain how to do that?
EpicLPer 2014年9月28日 6時51分 
"From what I can gather, commenting out "$hboxset" in the model's QC file is the only way to fix that. So yes, it needs to be decompiled."


Thanks for this tip, I tried to do that on the "Chromapanels" too but there is no $hboxset in the decompiled model QC. I used Crowbar to decompile.
Any other solutions for this already?
Recursive Sweatpants 2014年11月30日 21時08分 
I had a similar problem as EpicLPer, where a model was disappearing at certain angles yet its .qc file already had $hboxset commented out. It had a few additional lines of code which I deleted, and after recompiling it the problem was fixed. The lines were:

$collisionmodel "foxy_stage_physics.smd" (I only removed this block underneath the $collisionmodel line, not the $collisionmodel itself)

{
$mass 700
$inertia 1
$damping 0
$rotdamping 0

}
$keyvalues
{
prop_data
{
}
}

$surfaceprop "metal"

$contents "solid"

However, something strange happened. I went back and re-added these lines to see which one was causing the problem specifically, but when I recompiled the model with them, it was still fixed! I don't know if it was just a fluke on my part, but it's possible that simply recompiling the model (and making sure that $hboxset is commented out if it wasn't already) can fix the problem. If I come across another model with this problem I'll test this theory out if nobody can confirm or deny it before then.
Bonkaholic! 2015年7月12日 18時56分 
Hey Recursive, do you mind sharing your .qc file? I'm having the same problems with a model I made for SFM, and I want to see if I can fix it by copying your qc file.
Recursive Sweatpants 2015年7月13日 17時55分 
Here are the full contents of the file:

// Created by Crowbar 0.24.0.0

$modelname "i6nis/foxy/foxy_stage.mdl"

$bodygroup "Body"
{
studio "foxy_stage_reference.smd"
}


$cdmaterials "models\i6nis\Foxy\"

// This list shows the VMT files used in the SMD files.
// "stage_stars.vmt"
// "stage_curtains.vmt"

$surfaceprop "metal"

$contents "solid"

// Only set this if you know what it does, and need it for special circumstances, such as with gibs.
// $illumposition -0.005 -0.001 2.563

// $bbox -76.435 -75.391 -0.136 74.41 75.454 142.201

// $cbox is probably not used anymore
// $cbox 0 0 0 0 0 0

// $hboxset "default"
// $hbox 0 "static_prop" -2.022 -0.16 -2.026 2.019 5.286 2.015

// NOTE: The following commented-out $definebone lines might be needed, as is often the case for view models. When needed, simply remove the two slashes '//' from the start of each line.
// $definebone "static_prop" "" -0.000101 0.000004 11.34584 1.570796 0 0 0 0 0 0 0 0




$sequence "idle" "foxy_stage_anims\idle.smd" {
fps 30
}

$collisionmodel "foxy_stage_physics.smd"
{
$mass 700
$inertia 1
$damping 0
$rotdamping 0

}


$keyvalues
{
prop_data
{
}
}

I have no idea if there's something special about it that prevents or fixes the glitch, but recompiling it with lines of code specified in my previous post taken out did fix things. And when I recompiled it with those lines back in it stayed fix for some reason.
Agent Afro 2015年9月1日 8時49分 
Hi. Im having the same problem right now. Where is the QC file located at?
64GIGS.exe 2015年9月1日 11時12分 
Agent Afro の投稿を引用:
Hi. Im having the same problem right now. Where is the QC file located at?
You need to decompile the model. That'll generate a QC.
Weirdo with a Cello 2015年10月12日 8時00分 
I just recompiled one of ninja's Turian civs (https://garrysmods.org/download/3747/casual-turians-nub-version). I already had him in a few projects, and when I opened them post-compile, the meshes were all thrown in a blender and messed up. Thankfully, the model itself was unaffected, as I was able to simply spawn a new one and copy over the animation.

Also, not sure how to compile directly to origional folder. Instead, I just let it send stuff to 'Compiled .30', and move it from there.
EAGLE [HUN] 2月6日 13時29分 
QC files? what are you guys talking about?
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