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Design Tools => Wall Worm Model Tools => WWMT Questions => Topic started by: tawdarky on June 03, 2013, 10:05:53 AM

Title: flashing textures
Post by: tawdarky on June 03, 2013, 10:05:53 AM
I made some 3d models and the textures are flashing.What did i do wrong?They do the same thing in the game.

http://img703.imageshack.us/img703/4574/flashdi.jpg
Title: Re: flashing textures
Post by: wallworm on June 03, 2013, 11:04:05 PM
I'm not 100% sure what I am looking at. Can you describe "flashing" a little more? Is the material transparent and/or 2-sided? It could play a role. If the bitmap is semi-transparent but you don't want it to be at export, the best thing is to go to the bitmap node and chose none/opaque for the alpha setting. Also, you can go to global ww settings and turn on option for Force Opaque VMT if Model $opaque ... then update your WWMT helper to have the $opaque setting. In either event, you'd need to re-export the VMT.
Title: Re: flashing textures
Post by: tawdarky on June 04, 2013, 04:04:05 AM
Quote from: wallworm on June 03, 2013, 11:04:05 PM
I'm not 100% sure what I am looking at. Can you describe "flashing" a little more? Is the material transparent and/or 2-sided? It could play a role. If the bitmap is semi-transparent but you don't want it to be at export, the best thing is to go to the bitmap node and chose none/opaque for the alpha setting. Also, you can go to global ww settings and turn on option for Force Opaque VMT if Model $opaque ... then update your WWMT helper to have the $opaque setting. In either event, you'd need to re-export the VMT.

No the texture is not transparent.For example a simple white texture applyed on the object is "flickering", i think this is actualy the correct term do describe not flashing.
I does exactly what happens in this video.

http://www.youtube.com/watch?v=g6DfNOQ9W9k
Title: Re: flashing textures
Post by: wallworm on June 04, 2013, 07:01:05 AM
Hmmm... I've never seen that problem.

To see if there is something wrong with the models themselves, you'll have to send me one of those that has this problem.
Title: Re: flashing textures
Post by: wallworm on June 04, 2013, 10:17:22 PM
I received your file and looked at it. I am pretty certain this is the problem: the model has coincidental/duplicate faces.

For example, look at Object005 ... and then Faces #267 and #268. They are occupying the same space.

I have a feeling that this is primarily resulting from importing models from "unclean" sources. I noticed that the bookshelf was almost 1/4 MILLION tris... which is insanely ridiculous for a bookshelf in a game. I personally would allow the shelf to be up to a few thousand tris depending on how important it is... but if less important probably as low as 100 tris. Give it some thought :)
Title: Re: flashing textures
Post by: tawdarky on June 05, 2013, 09:12:23 AM
Quote from: wallworm on June 04, 2013, 10:17:22 PM
I received your file and looked at it. I am pretty certain this is the problem: the model has coincidental/duplicate faces.

For example, look at Object005 ... and then Faces #267 and #268. They are occupying the same space.

I have a feeling that this is primarily resulting from importing models from "unclean" sources. I noticed that the bookshelf was almost 1/4 MILLION tris... which is insanely ridiculous for a bookshelf in a game. I personally would allow the shelf to be up to a few thousand tris depending on how important it is... but if less important probably as low as 100 tris. Give it some thought :)

It's not imported i made it from scratch.I wanted to make it detailed.So what can i do to get rid of the bug?
Title: Re: flashing textures
Post by: wallworm on June 05, 2013, 10:05:45 AM
You can delete one of the two faces. If they are textured differently and you need them both (for example if each side is a different texture but I couldn't tell as there were no textures in scene sent) you may just move them so they aren't occupying the same space.

That is what I presume will fix it.

Regarding the high detail... there are of course no rules. I'm just giving my own opinion about mesh density. A lot of detail can be faked by baking it into the textures. Look into projection mapping and render to texture.