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OPEN  Bug report #726  -  Flashing bloodspider model
Posted Jun 18, 2007 - updated Jan 28, 2013
mattn (tlh2000) has been working on this issue since January 28, 2013 (20:42)
Issue details
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    Bug report
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  • Priority
    3. Normal
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Issue description
Item 726 imported from sourceforge.net tracker on 2013-01-28 18:35:12

I am assigning this to Hoehrer because I think Hoehrer made bloodspider animations - if i am wrong, unassign that. Report from user: When I kill bloodspider it's always something blinking on monitor. Some sort of white flash. I don't know how exactly to describe it. I think something wrong in a moment, when bloodspider model become a 'dead one' (bloodspider is lying on its spine)... Flash in bloodspiders' model can bee seen when you choose to play at the alien side, and enter to the "Hire employees" menu at the base. Just choose any bloodspider from the list. Some sort of white line flashes at the end of animation of bloodspider... http://ufoai.ninex.info/phpBB2/viewtopic.php?t=1565
Comments Ported from Sourceforge  ⇑ top
richlv (2007-06-22 09:14:28)  ⇑ top
Logged In: YES user_id=891377 Originator: NO

trunk revision 9237.

after my soldier shot a bloodspider, it fell through the floor one floor down, but didn't die (can't tell whether soldier hit the bloodspider). estate map, second floor.

can't tell whether this is in any way connected.
hoehrer (2007-06-22 10:27:42)  ⇑ top
Logged In: YES user_id=1434318 Originator: NO

Hm, I reproduced it and I've never seen this before.

I just checked the animations in the 3D file and there is nothing that is obviously wrong.

My bet is that some GL-commands in the 3D-model are screwed up (they can't easily be checked outside of the game) or the looped "stand" animation is somehow displayed wrong in by the game.

tlh2000 (2007-07-06 16:20:08)  ⇑ top
Logged In: YES user_id=116930 Originator: NO

what's the status - did the reexport fix that problem?
hoehrer (2007-07-06 21:31:03)  ⇑ top
Screenshot of the problem
hoehrer (2007-07-06 21:31:06)  ⇑ top
Logged In: YES user_id=1434318 Originator: NO

The new export does not seem to have fixed it... the white/grey stripe still exists in the hire-menu when playing the aliens. I managed to capture a screenshot of the problem, see attached image.

I really do not know what could be the problem, but i think this only effects animations that are exactly 1 frame long or something like that (i.e. "stand_menu" and "dead" animations .. dunno why not the normal "stand" anim though.)

Werner File Added: ufo33.jpg
tlh2000 (2010-01-24 14:25:51)  ⇑ top
destructavator took over the work
tlh2000 (2010-06-19 06:24:34)  ⇑ top
what's the state of this tracker item?
destructavator (2010-06-19 06:30:14)  ⇑ top
My goodness, I totally forgot about this - I'll look into this right away.
destructavator (2010-06-19 06:55:35)  ⇑ top
I think I found the culprit - I'm going to do a few tests, and if my fix works I'll commit it to the trunk.
destructavator (2010-06-19 07:25:32)  ⇑ top
OK, the problem was that the head MD2 model, a dummy cube with no texture, was being stretched (scaled) in-game, creating the flicker.

Potential permanent solutions: 1. Add to the code a boolean value for character models such as "hasHead" or "isHeadless" so that the bloodspider won't have the dummy head rendered or included at all. This would also allow future models to not have heads, for special stuff.

2. Give the dummy cube head a transparent texture skin, with the alpha channel, so it is invisible. Does the game support this for character MD2 skins?

3. Add support for scaling of heads for character models. The scale for the bloodspider would then be set to (0.f,0.f,0.f) or something very small.

4. Re-work the model so it has a separate head (would take some work). Then the model would have a real head.
tlh2000 (2010-08-21 16:51:14)  ⇑ top
so the solution would be to allow characters without a head
aduke1 (2012-09-30 23:51:55.876000)  ⇑ top
- **milestone**: 2.3 --> 2.3.x

Steps to reproduce this issue
Nothing entered.