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Terrain texture glitch


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21 réponses à ce sujet

#1
Jezla

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Hi everyone.  I'm getting a strange glitch in the textures for a new area I'm building.  Here's how it looks:

Posted Image

The effect shimmers like static and it only affects some of the tiles.  Has anyone seen this before?

There are not very many placeables yet, and I've only used 4 textures.  The main feature of the area is that everything is sunk below the default plane.  Could that be the problem?

#2
kamal_

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I've seen that happen once or twice. It seems to go away on it's own.

#3
Jezla

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OK, I won't scrap the area just yet, then.

#4
kamal_

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fwiw, when this happened to me it just started happening in an area that was long since complete and tested.

#5
Psyren

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I've had the same problem occur in a number of areas that I've built. I was only able to narrow it down to being related to Nvidia drivers and Normal Mapping Terrain, and turning this option off removed the graphic glitch.

#6
Jezla

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That seems most likely to me, except this is the only area I've had the problem with. I decided to scrap it and re-do it and see if it persists in the new area.

#7
JasonNH

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I had the same issue and it only happens with my nVidia card. The same exact area works fine with my ATI. I tried all kinds of tweaks to the area and it didn't make a difference, it is a driver issue. Strange thing is, it works fine if you ever leave the area and return to it. It's just messed up on the first load.

#8
M. Rieder

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Jezla wrote...

 The main feature of the area is that everything is sunk below the default plane.  Could that be the problem?



Unrelated to you texture problem, but still good information, the camera sometimes behaves strangely if you go into negative elevation very far.  If I am building a valley or lowered area, I raise the area around it instead of lowering the area the is supposed to be low. 

#9
Shaughn78

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Jezla wrote...

Hi everyone.  I'm getting a strange glitch in the textures for a new area I'm building.  Here's how it looks:

Posted Image

The effect shimmers like static and it only affects some of the tiles.  Has anyone seen this before?

There are not very many placeables yet, and I've only used 4 textures.  The main feature of the area is that everything is sunk below the default plane.  Could that be the problem?


Throw some dust clouds at the base of the canyon and download the countdown gui and you have a collapsing canyon that the player needs to quickly run through quickly or be buried alive. Don't let a glitch hold you back.

#10
Psyren

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It also isn't visible to other people, I found. I had it tested by a building team member who also had an nvidia card and they didn't see the same glitch I was seeing.

#11
Seryn

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I've experienced this problem as well, and I also have an nVidia card. In addition to turning off normal mapped terrain, sometimes turning off V-sync seems to help (but not consistently).

One thing I noticed is that it seems to happen in areas where the same texture is used for a long area (like in your picture). I've tried adding some placeables/envir objs to break up the long plane of texture, and it seems to have helped (but that's just my non-scientific observation).

For example, I had a long ramp where it kept happening. I sprinkled some rocks & debris along the ramp and it worked. May have just been random, though, but easy enough to try.

Modifié par Seryn, 15 novembre 2011 - 11:16 .


#12
Jezla

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Thanks for the tips guys. I'll try leaving the area and entering it again. I may also re-do the textures to break them up some more.

#13
Lance Botelle

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Hi,

Yes, I had the same problem and posted a solution pointed ou to me here:

Normal Mapped Terrain Bug

Lance.

Modifié par Lance Botelle, 18 novembre 2011 - 02:33 .


#14
Jezla

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Turning off normal mapped terrain fixed it, but I decided to do the area as an interior anyway. I really don't like how the game looks with normal mapped terrain turned off. Hopefull the next round of drivers will be better.

#15
Dann-J

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I recently updated my Win7 64-bit laptop's Nvidia drivers, and this normal map issue now happens to me too. It only seems to occur in terrain tiles with more than two textures in them, but not necessarily in all tiles with more than two. Sometimes a bit of tweaking and re-baking in the toolset will solve one tile problem, but cause the problem to occur in tiles that used to be fine.

Strangely, if you transition to another area and come back to the problem one, or quit to the menu and restart the module, the problem goes away the second time the area is loaded. Turning off terrain normals makes it go away immediately - but the world looks so boring and flat without them.

I'm going to check whether my laptop has DirectX 9.0c, and if not I'll try installing it and see if it makes a difference. Most Win7 laptops only ship with DirectX 11 these days.

Modifié par DannJ, 10 janvier 2012 - 04:20 .


#16
Jezla

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After I'd abandoned attempts to use this area, I remembered that I'd just had the mobo replaced and added a new HD, which meant I had a fresh install of Vista. I reinstalled directx 9.0c and the problem occurs with much less frequency. I noticed it in a couple of places on my playthrough of the OC (mostly in the OOW portion, but it was not nearly as noticeable. I'll have to try this area again and see how it works out now.

#17
John McA

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Discovered the exact same problem, and now taking your advice on fixes. Thanks for the tips.

John

#18
Dann-J

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I've since found that limiting outdoor areas to no more than two textures per terrain tile reduces the likelihood of the normal map problems to almost nill. I've now had to get creative by using colour tints to help broaden such a limited palette (tints don't introduce additional surface normals, so they don't contribute to the problem). I can use more than two textures in the area in total - as long as any one terrain tile only has one or two.

I doubt Nvidia will be changing their drivers any time soon for just one 'old' game. If anything, the developers of NWN2 should be updating the game engine to support newer graphics cards (which is equally unlikely to happen). If you've got a recent Nvidia card (like me) then it seems you're stuck with this problem (or you can go without terrain texture normal mapping altogether).

#19
Jezla

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DannJ, have you noticed at all if the problem occurs more often with certain textures? I seemed to always have it when terrain used the cliff or rocky textures.

#20
Dann-J

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Jezla wrote...

DannJ, have you noticed at all if the problem occurs more often with certain textures? I seemed to always have it when terrain used the cliff or rocky textures.


I've had trouble will all sorts of textures at one time or another (grass, sand, rocks).

Sometimes you can make the problem disappear by changing the order in which the textures stack on top of each other. Wavy sand with some grass on top might cause problems, whereas making the underlying texture grass and painting the wavy sand over it might work fine. Perhaps having the textures with the most extreme surface normals on top helps? Or it might all just be random, and the problem coincidentally stops when you try something like that.

I've noticed that in maps where surface normal flickering occurs, walking close to the problem area with light-emitting equipment on causes it to become worse, or to spread even further. I suppose if the graphics engine has problems with surface normals with just one light source (sun/moon), then introducing additional point light sources can't be helping much.

#21
cipher86

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i was looking for info on how to fix this, and yeah it's an nvidia thing. normal mapped on w/ nvidia = some textures look like they have static, with my ati card it's fine w/ normal mapped on (although i can't run the game on as high visual settings)

#22
Dann-J

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I've since found that the problem doesn't occur if there are at least five textures in each outdoor terrain tile. That's fine for module builders, but it doesn't help with existing modules. At least now I know how to make my own modules Nvidia-proof though.