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-   -   Flickering grills on Super Turms IX (https://www.subsim.com/radioroom/showthread.php?t=189431)

frau kaleun 11-07-11 11:07 PM

Flickering grills on Super Turms IX
 
Hi all,

Seems like I remember someone mentioning a "flickering" effect where the grills are on the new type IX tower included in Aces' Super Turms mod(s).

I've searched around and now I can't find the reference to it I think I remember, does anybody else remember it or know if there was ever any fix for it? I've got Super Turms v6 which appears to be the latest version and I hadn't looked at the IX before with this mod, and now I'm seeing the flickering where the grills are as well.

In fact when I zoom in a bit it looks almost like I can see "through" them to the moving ocean waves in the background on the opposite side of the boat and that's what is causing the flickering.

Anyhoo - if anybody remembers this issue and/or how it was being addressed or could be addressed, I'd much appreciate any info.

Thanks!

Gerald 11-08-11 12:46 AM

Nothing that has happened to me, unfortunately I can not help you :hmmm:

HW3 11-08-11 02:00 AM

I seem to remember reading that also. I do not remember where it was though.:hmmm:

SquareSteelBar 11-08-11 02:34 AM

http://www.subsim.com/radioroom/show...hlight=flicker

frau kaleun 11-08-11 08:21 AM

Quote:

Originally Posted by SquareSteelBar (Post 1783006)

Thanks, that's what I was looking for! I didn't realize it went all the way back to such an early version of the mod.

From Aces' reply on the issue:

Quote:

Regarding the engine grills flickering I only get it from distance and I think it's a video issue. The texture is there in the file. You can freely edit this texture if you wish eg. move the grills apart, if so remember to re-do the Alpha channel. The texture is called "Turm9c1_Extra_Textures_Style1.tga" and if you edit it then remember to re-import it into all four of the supplied turm files for the different versions. Actually there is a gap b etween the textures.
I tinkered with the texture a bit already, but I still get the flicker.

I don't know what "Alpha channel" means though, is that a graphics thing or a 3D model thing?

Anybody have any luck eliminating this issue by editing the file somehow or am I just stuck with it?

Volk2 11-08-11 10:26 AM

Quote:

Originally Posted by frau kaleun (Post 1783176)
Anybody have any luck eliminating this issue by editing the file somehow or am I just stuck with it?

Unfortunately no. I tried, don't remember how, maybe I don't have enough knowledge. I have the same problem with emblems and this: http://www.subsim.com/radioroom/show...6&postcount=21

TheDarkWraith 11-08-11 11:07 AM

You have two or more textures 'fighting' to be rendered in the same area with no blending enabled :yep:

frau kaleun 11-08-11 11:20 AM

Quote:

Originally Posted by TheDarkWraith (Post 1783258)
You have two or more textures 'fighting' to be rendered in the same area with no blending enabled :yep:

And the fix for that is....?

Okay, okay, blending, but I don't know what that refers to or how to enable it in this context. :D

Gerald 11-08-11 07:52 PM

Hard to spell, your finger are affected by nicotine, yellow, they're also :smug:

Myxale 11-09-11 04:43 AM

Quote:

Originally Posted by frau kaleun (Post 1783266)
And the fix for that is....?

Okay, okay, blending, but I don't know what that refers to or how to enable it in this context. :D

Overlapping. Depending on the way they are displayed, it can happen that one texture covers up the other and the other returns the favor. All withing milliseconds.

Try a lover monitor res. I have had the same problem with KOTOR2.
I was told (along with a transparency problem i had in the game) that this is a newer GPU/driver problem and how they interpret those textures or channels. (especially the Alpha).

But honestly I know bugger all! So...don't quote me:O:

frau kaleun 11-09-11 08:23 AM

Thanks for the info.

It's not a big enough annoyance to make me roll back my drivers or mess with the resolution. I was hoping it was something that could be dealt with by modding some of the game files involved. :hmmm:

Jimbuna 11-09-11 09:23 AM

Quote:

Originally Posted by frau kaleun (Post 1783860)
Thanks for the info.

It's not a big enough annoyance to make me roll back my drivers or mess with the resolution. I was hoping it was something that could be dealt with by modding some of the game files involved. :hmmm:

I was thinking in terms of a candidate for most un....erm helpful post of the year a few #'s up :DL

Madox58 11-09-11 10:11 AM

As TDW pointed out, it's 2 textures being rendered on one spot.
The Grills are a texture with an alpha channel. It's laid right on top of the original Turm texture so you have the 2 conflicting when rendered.

I'd think making a 3D object for the Grills and applying the Grill texture to that would solve the flickering if done right.

A quick way to create the grills would be to do a boolean operation on the Turm useing the texture as a placement guide for the cut.
:03:

frau kaleun 11-09-11 10:24 AM

Quote:

Originally Posted by privateer (Post 1783941)
As TDW pointed out, it's 2 textures being rendered on one spot.
The Grills are a texture with an alpha channel. It's laid right on top of the original Turm texture.

Well that I can confirm from looking at the model preview.

Quote:

I'd think making a 3D object for the Grills and applying the Grill texture to that would solve the flickering if done right.
I'm almost certain I have some idea of what you're talking about. And that frightens me. :D

Quote:

A quick way to create the grills would be to do a boolean operation on the Turm useing the texture as a placement guide for the cut.
:03:
I WAS TOLD THERE WOULD BE NO MATH. :stare: :O:

Madox58 11-09-11 10:59 AM

:hmmm:
I just cut the Grills out about 5 minutes ago and I didn't do no stinking math.
:haha:

frau kaleun 11-09-11 11:11 AM

Then don't scare the nice lady with phrases like "boolean operation." :O:


So what you're doing is, cutting out a section of the turm that matches the area needed for the grills, using that to make a separate 3D object for the grills that exists in basically the same spot, and then applying the grills texture to that? Or am I completely not getting it?

SquareSteelBar 11-09-11 12:11 PM

http://www.youtube.com/watch?v=9jMhTMHxrr8

Madox58 11-09-11 01:47 PM

Quote:

Originally Posted by frau kaleun (Post 1783990)
So what you're doing is, cutting out a section of the turm that matches the area needed for the grills, using that to make a separate 3D object for the grills that exists in basically the same spot, and then applying the grills texture to that? Or am I completely not getting it?

Pretty much, yes.

There's a 3D mesh in the conning_high object that is used for the Grills now.

I selected that object and applied the texture so I could see the Grills.
Then created a long box that goes through both sides of that object and fits the front grill area.
Cloned that for the rear grills.
Did a boolean cut with the turm as object a, front box as object b, saved that result and then did the same to get the rear grill cut.
I now have 4 objects in the exact place with the grill texture so no uv's need redone.

Those would need a bit more work like maybe extruding a bit to seperate the surfaces some but it would reduce the flicker that way.
I have not actually re-done the Turm yet to test in-Game but it should work OK.

It may be better to punch the grills through the Turm also.
That would remove the mesh area totally and also solve the issue.
Maybe even better.

frau kaleun 11-09-11 02:29 PM

Quote:

Originally Posted by privateer (Post 1784171)
Pretty much, yes.

There's a 3D mesh in the conning_high object that is used for the Grills now.

I selected that object and applied the texture so I could see the Grills.
Then created a long box that goes through both sides of that object and fits the front grill area.
Cloned that for the rear grills.
Did a boolean cut with the turm as object a, front box as object b, saved that result and then did the same to get the rear grill cut.
I now have 4 objects in the exact place with the grill texture so no uv's need redone.

Those would need a bit more work like maybe extruding a bit to seperate the surfaces some

:hmmm:

:hmmm:

:hmmm:

http://www.myteespot.com/images/Images_d/d_8075.jpg

:O:

I only understood about half of that, it may make more sense when I can get home and actually look at stuff.

Quote:

It may be better to punch the grills through the Turm also.
That would remove the mesh area totally and also solve the issue.
Maybe even better.
Sounds like less work. Where's the fun in that? :O:

frau kaleun 11-10-11 01:20 PM

Quote:

Originally Posted by frau kaleun (Post 1784200)


I only understood about half of that, it may make more sense when I can get home and actually look at stuff.



Aaaaaaand....I got nothin'.

I can't even find what you're talking about here:

Quote:

There's a 3D mesh in the conning_high object that is used for the Grills now.
:damn:

When I look at the model preview in S3D I can see where the texture for the grills is, they show up in place on the turm. But I keep exporting the 3D models and when I look at them in MM3D I don't see anything that corresponds to their location that I can do anything with. :doh:


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