yl_speak_up: strange z-fighting on NPC models #6238

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opened 2024-02-05 15:15:41 +00:00 by whosit · 13 comments
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This is not about missing textures, this is about why there's this z-fighting on the model at all:
screenshot_20240205_181214.png
This happens because there's 2 polygons with exact same coordinates. If this is needed for some "layer of clothing" effect, they should be offset.

Does it mean that "cape" is a second full NPC model that is fully transparent except for the cape part?

This is _not_ about missing textures, this is about why there's this z-fighting on the model at all: ![screenshot_20240205_181214.png](/attachments/71f301e7-3619-4b27-bf0f-79a33fc20a34) This happens because there's 2 polygons with exact same coordinates. If this is needed for some "layer of clothing" effect, they should be offset. Does it mean that "cape" is a second full NPC model that is fully transparent except for the cape part?
whosit added the
3. source/art
label 2024-02-05 15:15:41 +00:00
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I've noticed the z-fighting in my local testworld yesterday as well and am wondering what causes it. There are some error messages I havn't investigated into yet.

whosit wrote:

Does it mean that "cape" is a second full NPC model that is fully transparent except for the cape part?

Seems like that. But not just the cape. Hair and beards and the like are also placed some distance from the mob away. It's the normal 3darmor/skinsdb model.

I've noticed the z-fighting in my local testworld yesterday as well and am wondering what causes it. There are some error messages I havn't investigated into yet. whosit wrote: > Does it mean that "cape" is a second full NPC model that is fully transparent except for the cape part? Seems like that. But not just the cape. Hair and beards and the like are also placed some distance from the mob away. It's the normal 3darmor/skinsdb model.
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I've noticed the z-fighting in my local testworld yesterday as well and am wondering what causes it. There are some error messages I havn't investigated into yet.

z-fighting will not generate any error messages, it's only visual glitching that happens because of how graphics are rendered basically

Seems like that. But not just the cape. Hair and beards and the like are also placed some distance from the mob away. It's the normal 3darmor/skinsdb model.

Having model some distance away is ok, and it won't cause z-fighting. Here's a link to full explanation:

https://en.wikipedia.org/wiki/Z-fighting

short version is: there's 2 exact same player models, with same scales, same positions etc. They overlap completely and this causes GPU to be confused which one is in front and which one is in the back. This is a problem of 3d model or how it's used.

> I've noticed the z-fighting in my local testworld yesterday as well and am wondering what causes it. There are some error messages I havn't investigated into yet. z-fighting will not generate any error messages, it's only visual glitching that happens because of how graphics are rendered basically > Seems like that. But not just the cape. Hair and beards and the like are also placed some distance from the mob away. It's the normal 3darmor/skinsdb model. Having model some distance away is ok, and it won't cause z-fighting. Here's a link to full explanation: https://en.wikipedia.org/wiki/Z-fighting short version is: there's 2 exact same player models, with same scales, same positions etc. They overlap completely and this causes GPU to be confused which one is in front and which one is in the back. This is a problem of 3d model or how it's used.

When did that happen? Could we go back in time and see what commit caused it?

When did that happen? Could we go back in time and see what commit caused it?
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When did that happen? Could we go back in time and see what commit caused it?

it's visible only because NPCs on test lack cape textures, I assume. So it will be back to normal once those fixed... but the way it's done is weird

> When did that happen? Could we go back in time and see what commit caused it? it's visible only because NPCs on test lack cape textures, I assume. So it will be back to normal once those fixed... but the way it's done is weird
Member

Wonder if it's got something to do with recent changes in MT itself.

Or if it's just the missing cape (that's what I thought at first).

Wonder if it's got something to do with recent changes in MT itself. Or if it's just the missing cape (that's what I thought at first).
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Hmm... I'm failing hard at explaining what I think is wrong XD

There are capes missing now, somehow. This generates random colored texture. Because of this, you can see some color (green) z-fighting normal NPC texture.
Most likely, when cape textures are back, you won't notice it because it's transparent or something (so, nothing to z-fight with).
But, even if you can't actually see it, it's still strange there there are 2 models.

Basically, step 1:

  • confirm that fixing cape textures looks ok with no z-fighting
    step 2:
  • even if it looks ok, may be better figure out why there are 2 models one inside the other for no obvious reason

step 2 is "priority/low", but I'm still curious, and maybe it can look weird in some other cases too.

Hmm... I'm failing hard at explaining what I think is wrong XD There are capes missing now, somehow. This generates random colored texture. Because of this, you can see some color (green) z-fighting normal NPC texture. Most likely, when cape textures are back, you won't notice it because it's transparent or something (so, nothing to z-fight with). But, even if you can't actually see it, it's still strange there there are 2 models. Basically, step 1: - confirm that fixing cape textures looks ok with no z-fighting step 2: - even if it looks ok, may be better figure out why there are 2 models one inside the other for no obvious reason step 2 is "priority/low", but I'm still curious, and maybe it can look weird in some other cases too.

This reinforces the desire for a default model that is not defunct in so many ways.

This reinforces the desire for a default model that is not defunct in so many ways.
Member

Please let the owner of those models with this problem(s) try the following: Pick up the mob. Check if there's more than one there. Because that is what happend when a bug stroke in my test world. The NPC got spawned more than once - and they all shared the same spot. (Temporal) Solution: Pick up the surplus copies and let only one remain. Watch if when the mapblock is reloaded the problem repeats or not.

Please let the owner of those models with this problem(s) try the following: Pick up the mob. Check if there's more than one there. Because that is what happend when a bug stroke in my test world. The NPC got spawned more than once - and they all shared the same spot. (Temporal) Solution: Pick up the surplus copies and let only one remain. Watch if when the mapblock is reloaded the problem repeats or not.
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image

It's related to this weirdness

![image](/attachments/510a750f-9e5e-4359-aded-5dc5b8837576) It's related to this weirdness
398 KiB
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image
there's something broken going on with this model, it just does not look right.
There are layers for helmet (?), mask (?), and face, but then there's more layers inside? mapped to legs and face?
It could be a useless "cape" parts? maybe? but they are under 3 layers of model and there's 2 layers fighting...
I'm just confused

![image](/attachments/a9fbc678-4751-420f-9a64-acf7b6b40bb8) there's something broken going on with this model, it just does not look right. There are layers for helmet (?), mask (?), and face, but then there's more layers inside? mapped to legs and face? It could be a useless "cape" parts? maybe? but they are under 3 layers of model and there's 2 layers fighting... I'm just confused
369 KiB
AliasAlreadyTaken added this to the 1.1.123 milestone 2024-02-16 08:51:13 +00:00

QA

This cannot be solved for the next update, nor at all unless we get a new model, right?

QA This cannot be solved for the next update, nor at all unless we get a new model, right?
AliasAlreadyTaken removed this from the 1.1.123 milestone 2024-02-17 05:35:17 +00:00
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It's weird, it may cause issues if you use a texture with non-transparent parts there - we can just keep that in mind.

And it should be possible to delete those polys, there's even a .blend file...
The model with duped polygons is this one: skinsdb_3d_armor_character_5.b3d.
Original(?) 3d_armor_character.b3d does not contain those.

It's weird, it may cause issues if you use a texture with non-transparent parts there - we can just keep that in mind. And it should be possible to delete those polys, there's even a .blend file... The model with duped polygons is this one: `skinsdb_3d_armor_character_5.b3d`. Original(?) `3d_armor_character.b3d` does not contain those.
Member

Strange. I had those effects in my testworld as well when the textures there were broken. Crashes at world load led to duplicaton of NPC so that I had to pick some up that shared the same place. After fixing the textures all looks fine again in my testworld and last time I checked on the test server.

Strange. I had those effects in my testworld as well when the textures there were broken. Crashes at world load led to duplicaton of NPC so that I had to pick some up that shared the same place. After fixing the textures all looks fine again in my testworld and last time I checked on the test server.
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Reference: your-land/bugtracker#6238
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