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Old 11-07-11, 11:07 PM   #1
frau kaleun
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Default 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!
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Old 11-08-11, 12:46 AM   #2
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Old 11-08-11, 02:00 AM   #3
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I seem to remember reading that also. I do not remember where it was though.
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Old 11-08-11, 02:34 AM   #4
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http://www.subsim.com/radioroom/show...hlight=flicker
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Old 11-08-11, 08:21 AM   #5
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Quote:
Originally Posted by SquareSteelBar View Post
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?
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Old 11-08-11, 10:26 AM   #6
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Originally Posted by frau kaleun View Post
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
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Old 11-08-11, 11:07 AM   #7
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You have two or more textures 'fighting' to be rendered in the same area with no blending enabled
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Old 11-08-11, 11:20 AM   #8
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You have two or more textures 'fighting' to be rendered in the same area with no blending enabled
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.
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Old 11-08-11, 07:52 PM   #9
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Old 11-09-11, 04:43 AM   #10
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Originally Posted by frau kaleun View Post
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.
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
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Old 11-09-11, 08:23 AM   #11
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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.
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Old 11-09-11, 09:23 AM   #12
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Quote:
Originally Posted by frau kaleun View Post
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.
I was thinking in terms of a candidate for most un....erm helpful post of the year a few #'s up
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Old 11-09-11, 10:11 AM   #13
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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.
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Old 11-09-11, 10:24 AM   #14
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Quote:
Originally Posted by privateer View Post
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.

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.
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Old 11-09-11, 10:59 AM   #15
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I just cut the Grills out about 5 minutes ago and I didn't do no stinking math.
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