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 Volumetric Regions

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tichfuie
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PostSubject: Volumetric Regions   Sat 6 Apr - 14:48

was reading this article and was very interested

but the article does not show a sample of the scripts used to achieve this, in this case it talks about 3 python scripts that needs to be modified to get this to work,
but the scripts are missing.
http://www.multiversemmo.com/site/w/index.php/Volumetric_Regions

Quote :

NameValue pairs are added to objects in the world through the world editor to add them to specific 'Display Groups' and then, Three different python(.py) files are modified to enact culling behavior for objects in these display groups.
VolumeRegionTracker.py
RegionVisibility.py
Once these two files have been created/edited then they must be imported in the WorldInit.py file


has anyone played with this feature that can post a sample of the scripts please.

or is there a way to cull the far plane , reason is that you can see all objects in the world at a very far distance which are not needed to be shown to boost performance.

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rotello
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PostSubject: Re: Volumetric Regions   Sat 6 Apr - 15:03

I think you're talking about Perceiver Radius:

http://www.multiversemmo.com/site/w/index.php/Setting_Perceiver_Radius

You can set each object or structure in the world editor or by code. Feature's already there.
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tichfuie
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PostSubject: Re: Volumetric Regions   Sat 6 Apr - 16:11

thanks bro,

i tried tweaking the values but did not work for me

Engine.ExecutorThreadPoolSize = 10;
World.perceiverRadius = 100000;
World.setLocTolerance(20000);

i even set the World.perceiverRadius = 1 * 1000
and still see the very far objects.. i could see from the default player character spawn area in sampleword the zombies walking around even tweaking the value like above.

also in world editor i set a name/value pair (perceptionRadius , 10000 (meaning 10 meteters)) of one of the barrels and started to walk away from them and still could see them from very far.


unless i am not doing it correctly, this feature may not be working.


can you try and see if it works on your setup please?
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rotello
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PostSubject: Re: Volumetric Regions   Sat 6 Apr - 16:38

It works perfectly fine bro on my setup, and I didn't tweak any of the settings because I know it's the default (100 meters)

I recommend having your perceiver radius around 500 - 800 or create LOD instances for your bakcground models (trees, structures, etc). Otherwise you'll have a scene where your players see an empty green patchy hill then all of a suddenly it turns into a forest when they get near. It would look fake, don't you think?

I'll see if I can provide screenshots with out sandbox game, but I'm sure it's working on the default sampleworld setup.

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tichfuie
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PostSubject: Re: Volumetric Regions   Sat 6 Apr - 18:21

hmmm,

you mean you tried adding
name/value pair (perceptionRadius , 10000) of one of your barrels from sample world then logged in to the game and you could see the barrel become visible as you get close to it? or disappear as you walk away from it if you get more than 10 meters away from it?


if so, then my setup is screwed up, i have tried in so many ways, reinstalled all from scratch and still no work for me.
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rotello
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PostSubject: Re: Volumetric Regions   Sat 6 Apr - 20:17

No, I don't enter any settings, you just use the default which is 10000 = 100M (I think).



Voila! Looks like your settings is screwed bro. There's a problem though with NPC and Players, they are not affected with this feature (The brax is still there) and I don't know why..
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tichfuie
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PostSubject: Re: Volumetric Regions   Sat 6 Apr - 23:22

i guess my setup is screwed for some reason.
cuz i cant get that to work,

so npc and players are not affected, neither terrain mesh , simce that too is still rendering
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rotello
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PostSubject: Re: Volumetric Regions   Sat 6 Apr - 23:29

Did you try a complete re-install? with the assets?
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tichfuie
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PostSubject: Re: Volumetric Regions   Sat 6 Apr - 23:37

I think i did full reinstall,

will try last time all reinstall from scratch to see if that solves it.

will post result.

thanks
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tichfuie
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PostSubject: Re: Volumetric Regions   Sun 7 Apr - 1:53

well, i did again a full reinstall of server, assets etc.....

all to stock default from the svn and still the same.

this sh***t is f****up

getting tired. lol

600 meters and still see the damn buildings and mobs.


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rotello
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PostSubject: Re: Volumetric Regions   Sun 7 Apr - 3:10

I remember you have recompiled from source/trunk. Did you try the default client download?

I'm sure Delurin can figure this out..
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rotello
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PostSubject: Re: Volumetric Regions   Sun 7 Apr - 3:11

One more thing, are you running it with --development flag or the master/world version?

There could be some difference..
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tichfuie
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PostSubject: Re: Volumetric Regions   Sun 7 Apr - 3:40

ive tried it with or without the master server or the -development but still same,


the trunk svn i have the default stock server jar files are screwed up, when i start the server with those jar files the pc goes into a hog state, 100% cpu in a loop for ever.
so i had to recompile the jars in order for them to work.

maybe i have the wrong svn repo files.


hey rotello,

would you like to share your working server jar files with me, that way i can test if my server is screwed up.

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rotello
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PostSubject: Re: Volumetric Regions   Sun 7 Apr - 10:17

Sure thing. Here it is, the /dist and /other folder server jar files

mediafire.com ?t9qfztq9ltgtps8
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tichfuie
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PostSubject: Re: Volumetric Regions   Sun 7 Apr - 11:21

thank you,

but i cant get the server to start
i get lots of errors like this:

Code:

Exception in thread "main" java.lang.UnsupportedClassVersionError: multiverse/mars/core/ActivateHook : Unsupported major.minor version 51.0
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tichfuie
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PostSubject: Re: Volumetric Regions   Sun 7 Apr - 11:25

which jdk version are you using?

mine is jdk1.6.0_38

i wonder if you are using a later one?
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rotello
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PostSubject: Re: Volumetric Regions   Mon 8 Apr - 1:38

java version "1.7.0_02"
Java(TM) SE Runtime Environment (build 1.7.0_02-b13)
Java HotSpot(TM) Client VM (build 22.0-b10, mixed mode, sharing)
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PostSubject: Re: Volumetric Regions   Mon 8 Apr - 5:07

The perceiver range for object can be set in the world editor although it is called perception range I believe (although I think there is a bug that if you set it below the global perception range it does resets it to that range.) It is possible that the reason you are showing far away is that the objects are set with a really far perception range so reloading mv wont change that.
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tichfuie
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PostSubject: Re: Volumetric Regions   Mon 8 Apr - 5:58

so, is there any other place where perception range is set for the objects besides the global perception and the world editor name/value pairs addition?

i place other objects , do no set any name/value pair addons, and still see them from way long distance.

the deal is that rotello's have that feature working ok, and i suppose you do aswell, so it is only my setup that is not working properly wit the perceiver range.
is either i am not running a latest server version, or has to do something with running server or client on win7 64 OS platform, i doubt this last.


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PostSubject: Re: Volumetric Regions   Mon 8 Apr - 12:57

The World Editor has one that you set in properties -> display properties -> perception radius but it should be set to 0 ie default unless you are changing it. Its possible that you have the global set in more than one place (possibly global_props and wmgr). I am not sure how server created objects are handled (ie not placed in the world editor.)
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tichfuie
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PostSubject: Re: Volumetric Regions   Tue 9 Apr - 4:25

i just cant get this to work,

i have tried both sourceforge and github of the MV repos available to download here:
http://www.multiversemmo.com/site/index.php/platform/get-started

and with the default setup and it does not seem to work on my end.


I am getting a little bit exhausted here, :-(

i really need this to work, since the client is by default a hog, the performance is not that great, and without it working will pretty much kill the game with a few hundred props and models in the world since all going to render at the same time.

i will give it another try.

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tichfuie
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PostSubject: Re: Volumetric Regions   Sun 14 Apr - 4:36

@rotello

sorry to bother you again with this matter,
but still cant get this feature to work on my system,

i could not try the server jars you provided since they are compiled in jdk 1.7
my setup is with jdk 1.6 and cant upgrade due of other apps that needs to be with 1.6,


would you be kind and provide your server source files for me?

offcourse that is if you havent done too much mods for your project that you would not like to share, ill understand.

thanks again.

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rotello
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PostSubject: Re: Volumetric Regions   Mon 15 Apr - 12:57

Hey, I would gladly share this but apparently, our server code is too messy that you might ran into more problems later on. No custom mods, but there are changes that are hooked up to the client.. :-(

If you would like confirmation, I would try to do a clean set again so you'll know there are no special settings to make the perceiver feature work. This might take some time to give you the results and clean server code as we are now starting our sandbox production work.

My setup is:
Win7 x64 home basic
GTX650
4GB Mem
MV 1.5 (sourceforge)
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tichfuie
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PostSubject: Re: Volumetric Regions   Mon 15 Apr - 13:45

thanks rotello,

i guess i would not like you to invest time in setting me up a working perceiver server code for me.
dont want to take your time since i assume you are busy with getting to know MV.

ill try to live without this feature incase i wont be able to fix it myself.


too many cons than pros for me with MV so far, that am starting to wonder if this is for me, since i would like to build my game and not wearing myself up trying to fix the engine instead of building my game.

so, am thinking very seriously other options :-(

i would like to keep on working on MV since i like the server side a lot. or hoping i may get quite technical with it that i may try to build an api for using it with unity.
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rotello
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PostSubject: Re: Volumetric Regions   Mon 15 Apr - 14:18

No worries, I will do it whenever I get the chance. In fact, I'd be willing to work on an easy installer if the crowdfunding option takes off and I'd be considered to handle this part.

Quote :
so, am thinking very seriously other options :-(

i would like to keep on working on MV since i like the server side a lot. or hoping i may get quite technical with it that i may try to build an api for using it with unity.

Yes, don't give up as there are lots of options out there. MV server is really good and nothing will stop you from building other alternatives, and you're still using part of MV. The API for Unity is a great idea.

Honestly like I have said before, we are using MV just for prototyping. So we are also constantly in the hunt for other engines that we can build for our alpha and final production. :-)
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