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BUGSMASHERS! Episode 23

20 April 201600:08:05154 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:09

    hey everyone welcome back to bug Smashers before we begin got a little joke for you guys no one's in the office so this is going to be good you ready here we go what type of computer sings you got it ready for it a Dell ah ah bug [Music] species hey everyone we are in a fun little map where there's nothing in there but our evil player and as you can see he looks really really really lovely um this bug happens to be um from

  2. 00:00:59

    Oli and the UK where our good old characters are not streaming um in the higher end content or I should say his lods his higher end lods um whenever you're close up it it keeps using the low-end lad which is the lowest lowest lowest mesh um you could have on the character this is what you're supposed to see when the GU is we way let me turn this this guy off way back here but instead when we go way up close we're getting the crappy log all right so what's happening let's go to the fun little code um here we are so we're in uh this thing or this bit of code called the

  3. 00:01:48

    character instance this is basically the where I got to go this is basically the root character you see here could probably just do this so my root character uh the player has some bones on it and then we attach the helmet we attach the body armor we attach his pants and his belt and if you had a weapon you attach his weapon and the character or the player and all his bones has a bunch of attachments the helmet armor and so forth and we basically in this little bit of code we'll stream in the the geometry and hopes that the higher end stuff comes in uh the only problem is this streaming thing only works for um well in this case it's only trying to get uh raw geometry like even

  4. 00:02:39

    another character which could have even more bones or just pure geometry uh pure geometry is a stat object and then the character instance is another character so you could have a uh you know maybe another armor that has another bone that you could stick something to um but unfortunately we have other attachments that add these things called skin attachment when it just basically adds additional bones and additional geometry to the character himself so it's not an additional um like this helmet if I put it on it has maybe two extra bones here but it's a separate object that I'm just attaching to my head it's following a skin object would be this thing getting stuck to my head and forever being a part of me it's not separate it is me

  5. 00:03:27

    now um that's what a skinned object is unfortunately those are the things that look like they're breaking um so what Ali did is he moved this little bit BL uh so that it could find per type and unfortunately um we have different ways that we could have skin objects um for our attachment we have attachment objects and the attachment controls how these objects get um put onto the thing so we have an attachment type bone then it will handle any attachment objects that go to the specific bone if we have an attachment face it handles any attachment skins that get stuck onto the face and so on um now unfortunately the attachment

  6. 00:04:16

    system has two ways of doing skins the attachment object could be an item or which has um another skin to put onto the player it could be like the face where the attachment object object has a skin so the skin unfortunately could be in two places right now could be on the attachment or the attachment object and this bit of code only handles um the attachment object so we actually have to let's check to see if our attachment also has a skin cuz if it has a skin we want to stream in that bit too unfortunately this function is not const

  7. 00:05:21

    um that will get fixed after this uh but to change that to console will require a huge rebuild of code um this is for the the programmers going oh my God why did you change that constant well to demonstrate and fix the bug I am just removing it for now just so you can see the effect don't worry it will be comp again and we'll hit recode so now if our attachment has a skin we will also add it to our merged lot information of the character and if everything goes well we will refresh the logs yeah I have eyes and now look at that our character is in HD oh snap his hair is a little

  8. 00:06:12

    blue but I'm probably just missing a texture or two however his little straps are no longer little weird triangles and you can see a lot more detail and when we go away out and Beyond now you can see that his LOD if if you look at the pixels and the pixels you'll see that it goes to the correct log and then when we snap in you can see the helmet pop so now we're getting our good High Fidelity um lods when you're up close and nearby and Sham hope you guys enjoyed so as you guys saw we had a little fun lot issue um our attachment system is quite complex we have attachments which Define how attachment objects should stick to something could be a character could be

  9. 00:07:01

    a chair could be a face and there's many different attachments many different attachment objects and either one of those could have a skin where a skin makes like if I'm a character I now own that additional geometry and unfortunately we weren't checking the the attachment to see if it had a skin we were only checking the attachment objects and now we're teing both of them so we could stream in the lot information correctly so now our little character or and that's gigantic character will have the correct BL when you're up close and he won't look like a pixelated 80s game hope you guys enjoyed see you next time

Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

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