Snippet [Fixes] Objects, SFX, Maps

Linebeck

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If you are a self-taught mapper(and even if not), you may have encountered some weird issues with your Models, Maps and/or SFX that you couldn't just fix easily, cause the engine of Flyff handles things kind of poorly in many cases.
Additionally, there are a many limits and code that has been done rather badly.
In order to support the creation of better graphical content, i'll drop some of the most important fixes here.


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This is all for now, i may add more fixes soon. I hope this helps some of you guys c:
 
If you are a self-taught mapper(and even if not), you may have encountered some weird issues with your Models, Maps and/or SFX that you couldn't just fix easily, cause the engine of Flyff handles things kind of poorly in many cases.
Additionally, there are a many limits and code that has been done rather badly.
In order to support the creation of better graphical content, i'll drop some of the most important fixes here.

* Hidden text: cannot be quoted. *




This is all for now, i may add more fixes soon. I hope this helps some of you guys c:
If it come from linebeck, it can only be good !

Edit :

After seeing all this thing, it's worth adding extra param to mdlobj for Culling & Sfx Frame fix.
And also a extra param inside .wld for Light & Water fix.
 
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thanks for that, will be very helpful (y)

I always believed that what you call "Culling" was due to the models which exceed the lines which separate the lnd, if the models are placed between two lines on world editor (lnd) this camera bug occurs.
 
Thank you for sharing!
 
This is interesting , but most of these are hacks.
The real fix for the culling problem is actually way easier than that and it fixes it for everything, you just need to increase the frustum a bit outside the screen to remove these artifacts.

As for the increased SFX max limits, that's quite a bad idea especially for low end computers.
 
This is interesting , but most of these are hacks.
The real fix for the culling problem is actually way easier than that and it fixes it for everything, you just need to increase the frustum a bit outside the screen to remove these artifacts.

As for the increased SFX max limits, that's quite a bad idea especially for low end computers.
Increasing the boundbox size doesn't work in all cases, at least that's what ive encountered a lot over the years. There are also other ways to "fix" and workaround culling issues, but i found that this one will prevent any struggle by simply turning off culling for specific objects.

Increasing MAX Sfx limit doesn't actually do too much, since there aren't really Maps available that use more than 500 SFX at the same rendering. Even for my own Maps this only happens rarely.
But if you wanna go safe, just increase the SFX limit for the specific Map only - by adding a Query for that.
 
Increasing the boundbox size doesn't work in all cases, at least that's what ive encountered a lot over the years. There are also other ways to "fix" and workaround culling issues, but i found that this one will prevent any struggle by simply turning off culling for specific objects.

Increasing MAX Sfx limit doesn't actually do too much, since there aren't really Maps available that use more than 500 SFX at the same rendering. Even for my own Maps this only happens rarely.
But if you wanna go safe, just increase the SFX limit for the specific Map only - by adding a Query for that.
I didn't say increase the boundbox size, I said we make it so to extend the frustum outside the "viewable" screen on all sides (near,far,top,bottom,left,right) and it will fix your problem.
 
I didn't say increase the boundbox size, I said we make it so to extend the frustum outside the "viewable" screen on all sides (near,far,top,bottom,left,right) and it will fix your problem.
Ahhh i see lol. Sounds hacky too tbh haha. But still an interesting way to do it. :)
 
This is interesting , but most of these are hacks.
The real fix for the culling problem is actually way easier than that and it fixes it for everything, you just need to increase the frustum a bit outside the screen to remove these artifacts.

As for the increased SFX max limits, that's quite a bad idea especially for low end computers.

if your computer in 2024 cannot handle 1000 sfx from a 2004 games, you should maybe thing about upgrading it.
 
if your computer in 2024 cannot handle 1000 sfx from a 2004 games, you should maybe thing about upgrading it.
You shouldn't say something like this. I'd do some research about how 1000 sfx individual draw calls can fuck up your gpu latency, even if you have a TITAN RTX.
Stop talking about shit you have no clue about, look at batched rendering and instanced rendering.

Edit:
Mister I know everything, here is an example with instanced rendering (And i'm still not even using its full performance)
1727783427041.png
 
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