Opened 10 years ago
Last modified 10 years ago
#2680 new enhancement
Ambient Occlusion on animated meshes.
Reported by: | Stan | Owned by: | |
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Priority: | Nice to Have | Milestone: | Backlog |
Component: | Core engine | Keywords: | |
Cc: | Patch: |
Description (last modified by )
Right now if you apply the trans_player_ao_parallax_spec.xml on an animated mesh it instants crash the game or atlas, but only if you have set the material quality to 10. And at least report a nice message to the user that tries to do it, by detecting if there is a <animation> tag in the xml at the same time.
Attachments (1)
Change History (7)
comment:1 by , 10 years ago
Description: | modified (diff) |
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comment:2 by , 10 years ago
by , 10 years ago
comment:4 by , 10 years ago
Imo, it would be nice to let artists decide. Some animated meshes are very static, so there's nothing wrong with using an AO map there. I'm thinking f.e. about ships and siege engines.
In any case, it shouldn't crash.
follow-up: 6 comment:5 by , 10 years ago
Continue doesn't work since the error is looping. After some time Atlas crashes.
comment:6 by , 10 years ago
Replying to stanislas69:
Continue doesn't work since the error is looping. After some time Atlas crashes.
I fixed the ROTE models, but If you want to try just download the Ponies Mod, It produce the same message.
I think the reason this wasn't supported on animated meshes is because the mesh shape can change in a way that causes a pre-baked AO map to look terrible. It shouldn't crash though.