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UFO: Alien Invasion
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icon_project.png UFO: Alien Invasion / Closed Bug report #726 Flashing bloodspider model
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This issue has been closed with status "Closed" and resolution "CAN'T REPRODUCE".
Issue basics
  • Type of issue
    Bug report
  • Category
    Artwork
  • Targetted for
    Not determined
  • Status
    Closed
  • Progress
  • Priority
    3. Normal
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    Not triaged
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Affected by this issue (1)
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Issue details
  • Resolution
    CAN'T REPRODUCE
  • Reproducability
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Description
[http://sourceforge.net/p/ufoai/bugs/726 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 =====

====== richlv (2007-06-22 09:14:28) ======

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) ======

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.

Werner
====== tlh2000 (2007-07-06 16:20:08) ======

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) ======

Screenshot of the problem
====== hoehrer (2007-07-06 21:31:06) ======

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) ======

destructavator took over the work
====== tlh2000 (2010-06-19 06:24:34) ======

what's the state of this tracker item?
====== destructavator (2010-06-19 06:30:14) ======

My goodness, I totally forgot about this - I'll look into this right away.

====== destructavator (2010-06-19 06:55:35) ======

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) ======

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) ======

so the solution would be to allow characters without a head
====== aduke1 (2012-09-30 23:51:55.876000) ======

- **milestone**: 2.3 --> 2.3.x
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