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Crash - enabling the ocean system

Crash - enabling the ocean system

Postby epsilonion » 03 Sep 2015, 21:30

Hi, I was looking at the ocean system and applying it to my terrain when a crash happened.
I was not doing anything in particular just enabled it and crash


Please find log files attached.

Logfiles.zip
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Re: Crash - enabling the ocean system

Postby epsilonion » 03 Sep 2015, 21:31

Also crashing on when adding roads to a terrain..
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Re: Crash - enabling the ocean system

Postby SolarPortal » 03 Sep 2015, 21:37

oh, does the ocean bug happen every time?

What are you pressing or your procedure to make the road crash?
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Re: Crash - enabling the ocean system

Postby epsilonion » 03 Sep 2015, 21:47

not every time is hit and miss.


but now getting this when terrain is under the ocean.
picture below:
http://1drv.ms/1NdeQxr
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Re: Crash - enabling the ocean system

Postby TattieBoJangle » 03 Sep 2015, 21:57

but now getting this when terrain is under the ocean.
picture below:


To fix that m8 press height map then go back
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Re: Crash - enabling the ocean system

Postby epsilonion » 03 Sep 2015, 22:03

In performance under the ocean settings uncheck caustics and the ocean and terrain turn transparent again instead of pure white.

under the sun tab > Underwater water Caustics lower the settings to 20, 0.10, 0.10 from top to bottom and this also seems to correct the problem.
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Re: Crash - enabling the ocean system

Postby SolarPortal » 03 Sep 2015, 22:13

You can also fix it by pressing the Refresh material button when the ocean has that bright effect to fix it. ;)
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Re: Crash - enabling the ocean system

Postby epsilonion » 04 Sep 2015, 00:30

Some more issues I am having:

Road editor:
  • It still crashes when you drag and drop a texture from the asset library to the road editor (in the terrain editor).
    (think you posted a fix when i reported this one before).
  • I enabled normals and can not disable them now, so the blue lines are point up all the time on the road surface the way around this is to reload the scene.

Spline Path Editor and Camera:
The spline path editor works like a charm by itself but when you attach a camera to it and have it run over the ocean it throws a fit, most of the time it crashes and when it doesnt crash it does not render the water.


logs.zip
Log Files for the Road editor crash
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Re: Crash - enabling the ocean system

Postby SolarPortal » 04 Sep 2015, 09:44

thanks liam and for the video; very clear, i remember you mentioning this bug a while ago and i apologize for not doing it sooner. I will see if its possible to get in the next release :)

As for the spline path and ocean, can't say i have tried this before so will have to give it a go and fix it lol :P
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Re: Crash - enabling the ocean system

Postby epsilonion » 04 Sep 2015, 16:02

Update for the Fixed Camera and Ocean Bug.

The setup is a Spline path over the ocean up a cliff and continuing down a road, a fixed camera to give a fly through of a scene.

Various bugs can be seen on the following videos, from the camera been stationary and rendering wonderful colors to moving camera on a spline path rendering glitch, to program crashing.

????
For some reason the road is also flickering, this does not happen when editing and moving only when ran through the player and the use of the play the game in the editor buttons

Oh and the volumetric clouds just stopped moving for some reason... just though you should know..

Videos:



Last edited by epsilonion on 04 Sep 2015, 16:07, edited 1 time in total.
Reason: added another bug
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Re: Crash - enabling the ocean system

Postby epsilonion » 04 Sep 2015, 22:13

Also can not get a camera to trigger a collision when it goes through a trigger box.. so my idea wont work.
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Re: Crash - enabling the ocean system

Postby SolarPortal » 05 Sep 2015, 11:22

The camera has no physics bounds in order to trigger.

You could attempt to create a kinematic body that follows the camera or move the kinematic and set the camera position and orientation to how you facing.

Or you could attach a rigidbody and set kinematic. But both these methods would require you to program your own movement on the camera. Truthfully, we haven't looked into how this could be done yet.

How about attaching an AI Sensor to the camera and when it detects the player physics body, it acts like the trigger then.
This might help you solve what you are doing for now.

P.s. When we have a bit of work freed off, we will support you in getting this up and running correctly as it will be great to see. :D
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Re: Crash - enabling the ocean system

Postby epsilonion » 05 Sep 2015, 16:16

SolarPortal wrote:Or you could attach a rigidbody and set kinematic. :D


Tried this one of the first thinks I did and did not work...

Will leave this for now then and start another part of the project.. :D
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Re: Crash - enabling the ocean system

Postby SolarPortal » 05 Sep 2015, 16:21

Did you try attaching a AI Sensor to the camera instead and detecting a physics object.

Edit: I am working on a quick demo for you to show the AI Sensor trick.
Edit2: After playing with it and getting an end of track detection through a simple method, it seems there is no way to deactivate the camera. I tried all the ways and none of them worked as it hasn't been done yet. Will upload a video of it working once complete.
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Please provide as much info as possible when asking for help.


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