A general search hasn't yielded a solution for this.
I've been exporting and using exterior levels without a hitch. This week I've turned my hand to creating an interior level for the first time. It hasn't worked as smoothly.
I've got the lighting right first time, thanks to step-by-step research and the excellent depth of tutorials posted by the community. However, all of the wall and floor textures flicker whenever my character moves. I'm afraid I can't post a screenshot because the error only occurs when the character is in motion, but it looks like the whole wall and floor is made of a fluid that swirls around when I walk past it.
I'm using the Fereldan castle interior textures, which I've seen used in other downloadable content so I know it works. I'm sure there's just something else I need to do in order to get it to show correctly in the game.
If anyone else has had this problem in the past I'd be interested to hear how you overcame it.
Wall & floor textures flickering
Débuté par
BlackSheep42
, août 22 2012 08:14
#1
Posté 22 août 2012 - 08:14
#2
Posté 23 août 2012 - 03:31
Hard to say without seeing a video and/or the level itself. One cause of that sort of thing can be intersecting objects, where two models have polygons occupying the same space, like two floor tiles in the exactly the same position. That seems unlikely to be the cause if your problem is widespread. The only other thing that springs to mind is a some sort of hardware related issue. Is your computer able to run the game on the max settings with no issues? Have you exported the module and tried it on a different machine to confirm it happens there as well?
#3
Posté 23 août 2012 - 07:40
Does it look like this? If so then remove your specular mapping, there was another thread with similar posts and mentioned that the game might not fully support specular mapping on certain / all textures? Could be it, not sure, but removing the specular fixed it for me. 
Modifié par Lord Methrid, 23 août 2012 - 07:42 .
#4
Posté 23 août 2012 - 09:33
lol, it definitely doesn't look lie that, thank goodness. 
I can try posting a video, but since I've not recorded one from my PC before I would have to learn how first!
Let me try describing it a different way. It looks as though there are two identical textures mapped over one another, and when you walk, it looks like the game is quickly flicking between the two.
Of course, in the toolset it is not set up like this. They are just normal wall & floor textures (from fca and fci model sets). I am using the fixed fca_floor_01 texture to eliminate random black shadows post-lightmapping but this shouldn't affect the way it looks in-game. Plus it wouldn't explain the flickering walls either.
@DarthParametric, I play the game on its full graphic settings without a problem. There is occasionally some lag in large exterior areas with a lot of creatures and simultaneous magic effects, but certianly nothing that should affect an interior level where I'm the only character.
I can try posting a video, but since I've not recorded one from my PC before I would have to learn how first!
Let me try describing it a different way. It looks as though there are two identical textures mapped over one another, and when you walk, it looks like the game is quickly flicking between the two.
Of course, in the toolset it is not set up like this. They are just normal wall & floor textures (from fca and fci model sets). I am using the fixed fca_floor_01 texture to eliminate random black shadows post-lightmapping but this shouldn't affect the way it looks in-game. Plus it wouldn't explain the flickering walls either.
@DarthParametric, I play the game on its full graphic settings without a problem. There is occasionally some lag in large exterior areas with a lot of creatures and simultaneous magic effects, but certianly nothing that should affect an interior level where I'm the only character.
#5
Posté 23 août 2012 - 01:49
BlackSheep42 wrote...
They are just normal wall & floor textures (from fca and fci model sets). I am using the fixed fca_floor_01 texture to eliminate random black shadows post-lightmapping
OK, you need to explain what you have done in more detail. How are you "using" the texture and in what way is it "fixed"?
#6
Posté 24 août 2012 - 05:47
http://social.biowar...4/index/2337657 <-- This fix
I'm using them as a normal floor tile, placed next to each other (not overlapping). The wall sections come with their own floor tiles attached. I have therefore placed the fca_floor_01 tiles in the middle of the room so that they touch the edges of the floor tiles that come with the wall.
I've kind of got a screenshot of it happening, but it doesn't really capture the severity of the problem:-

The character is looking directly at the flickering texture. It appears in the screenshot as several diagonal lines across the wall, near the edge of the table. Now imagine those lines flickering constantly.
I also have this one which shows the walls flickering - just above the second archetrave in the picture below, you'll see a black line which has been caught in the act of flickering.

EDIT: P.S. You need to hit the 'zoom' button in order to see the hosted images, not sure why.
I'm using them as a normal floor tile, placed next to each other (not overlapping). The wall sections come with their own floor tiles attached. I have therefore placed the fca_floor_01 tiles in the middle of the room so that they touch the edges of the floor tiles that come with the wall.
I've kind of got a screenshot of it happening, but it doesn't really capture the severity of the problem:-

The character is looking directly at the flickering texture. It appears in the screenshot as several diagonal lines across the wall, near the edge of the table. Now imagine those lines flickering constantly.
I also have this one which shows the walls flickering - just above the second archetrave in the picture below, you'll see a black line which has been caught in the act of flickering.

EDIT: P.S. You need to hit the 'zoom' button in order to see the hosted images, not sure why.
Modifié par BlackSheep42, 24 août 2012 - 05:59 .
#7
Posté 24 août 2012 - 06:36
Looks like overlapping geometry to me. Can you take a toolset shot with all the models selected?
As for the images themselves, you should be able to get a direct link to the full size image that bypasses the site, but Imageshack is a pretty lousy host these days. You might want to look at alternatives like Imgur, TinyPic, Photobucket, etc.
As for the images themselves, you should be able to get a direct link to the full size image that bypasses the site, but Imageshack is a pretty lousy host these days. You might want to look at alternatives like Imgur, TinyPic, Photobucket, etc.
#8
Posté 26 août 2012 - 04:37
Yep, you have models intersecting with one another - basically two objects occupying the same space and fighting for display priority.
First, check for duplicates. You may have accidentally copy-pasted large parts of your level and they are now fighting each other.
Second, for smaller instances of this, be sure to turn off the grid snapping and move objects around to avoid them occupying the same space - just a tiny amount is usually enough.
Third, make sure you aren't placing rooms too close to each other. Walls take up space and different rooms should not be so close that the walls between them are clipping through each other. I can see this in the second screenshot, where you have the black backsides of other walls (or black blocks you have placed) plainly visible.
First, check for duplicates. You may have accidentally copy-pasted large parts of your level and they are now fighting each other.
Second, for smaller instances of this, be sure to turn off the grid snapping and move objects around to avoid them occupying the same space - just a tiny amount is usually enough.
Third, make sure you aren't placing rooms too close to each other. Walls take up space and different rooms should not be so close that the walls between them are clipping through each other. I can see this in the second screenshot, where you have the black backsides of other walls (or black blocks you have placed) plainly visible.
Modifié par sea-, 26 août 2012 - 04:40 .
#9
Posté 01 septembre 2012 - 02:43
Thanks for your replies, guys.
I've been away on holiday this week and haven't been on my computer (or this site), so I'll look into it again over the next couple of days and see if I can get you a screenshot of the level layout in the editor.
I'm a school teacher and term starts again next week, so will be busy. Hopefully I can find some time to continue with this addictive new hobby I've discovered.
I've been away on holiday this week and haven't been on my computer (or this site), so I'll look into it again over the next couple of days and see if I can get you a screenshot of the level layout in the editor.
I'm a school teacher and term starts again next week, so will be busy. Hopefully I can find some time to continue with this addictive new hobby I've discovered.
#10
Posté 03 septembre 2012 - 02:15
If you can upload your level file to a site somewhere, I'd be happy to check it out myself.





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