Distant Black Flicker

If you feel like you're up to the challenge of building your own Ages in Blender or 3ds Max, this is the place for you!

Re: Distant Black Flicker

Postby Trylon » Wed Mar 19, 2008 12:40 pm

It's actually two textures that are in the same spot fighting over dominance. (The engine can't determine correctly which face should be shown, so it differs on each different render.

A simple solution is to put one of the two meshes (or the part that conflicts tih the other mesh) a fraction higher (about 0.5 to 1 inch is often sufficient, and hardly noticable on large scale.

It often occurs when using alpha vertex painting on copies of meshes.
One day I ran through the cleft for the fiftieth time, and found that uru held no peace for me anymore.
User avatar
Trylon
 
Posts: 1446
Joined: Fri Sep 28, 2007 11:08 pm
Location: Gone from Uru

Re: Distant Black Flicker

Postby D'Lanor » Wed Mar 19, 2008 1:21 pm

I think we are talking about different things. How would you explain that the KI is affected if it was simple z fighting?

See http://www.youtube.com/watch?v=bQn783w7EMs
(yes, I have the full KI in TPOTS thanks to the old alcugs patcher)

I had even worse KI blocking artefacts in Prad until I increased the z offset of my transparent skymap.
"It is in self-limitation that a master first shows himself." - Goethe
User avatar
D'Lanor
 
Posts: 1980
Joined: Sat Sep 29, 2007 4:24 am

Re: Distant Black Flicker

Postby greendragoon » Wed Mar 19, 2008 1:26 pm

I still think you should try the fog distance thing, but man, that is wild with your ki. I don't know why the fog would affect the ki.
Robert "greendragoon" Starbuck
As Long as there is MORE,
I will explore.
And as long as my Relto shelf is unfilled,
I will build.
User avatar
greendragoon
 
Posts: 280
Joined: Tue Oct 02, 2007 9:54 am
Location: Stuck in Indiana because the cavern door is locked.

Re: Distant Black Flicker

Postby D'Lanor » Wed Mar 19, 2008 1:52 pm

The atmosphere in Prad relies heavily on its dynamic fog. So I cannot change that. Anyway, Prad is ok now. And I am in fact waiting for my FCA License to release it.
"It is in self-limitation that a master first shows himself." - Goethe
User avatar
D'Lanor
 
Posts: 1980
Joined: Sat Sep 29, 2007 4:24 am

Re: Distant Black Flicker

Postby greendragoon » Wed Mar 19, 2008 1:57 pm

You and me both. I was looking at the age status list over on the Alcugs Wiki and it doesn't look like any of the ages submited since November have gotten responses back. So we may be waiting a while. :(
Robert "greendragoon" Starbuck
As Long as there is MORE,
I will explore.
And as long as my Relto shelf is unfilled,
I will build.
User avatar
greendragoon
 
Posts: 280
Joined: Tue Oct 02, 2007 9:54 am
Location: Stuck in Indiana because the cavern door is locked.

Re: Distant Black Flicker

Postby Trylon » Wed Mar 19, 2008 3:23 pm

D'Lanor wrote:I think we are talking about different things. How would you explain that the KI is affected if it was simple z fighting?

See http://www.youtube.com/watch?v=bQn783w7EMs
(yes, I have the full KI in TPOTS thanks to the old alcugs patcher)

I had even worse KI blocking artefacts in Prad until I increased the z offset of my transparent skymap.


Oh, yeah, we are talking about different things then.
One day I ran through the cleft for the fiftieth time, and found that uru held no peace for me anymore.
User avatar
Trylon
 
Posts: 1446
Joined: Fri Sep 28, 2007 11:08 pm
Location: Gone from Uru

Previous

Return to Building

Who is online

Users browsing this forum: No registered users and 6 guests