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FPSC Classic Models and Media / Bug in model pack 63

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TIMON
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Joined: 28th Aug 2011
Location: France
Posted: 25th Jun 2012 15:35
Hi rolfy (or anyone who might know):

I have just purchased model pack 63, I placed ww2 corridor with explosive wall, placed lights, when I test my map the destructive wall has flickering shadows before and after the explosion ;( it flickers all the time Iam using v120 beta, and all fpsc settings are set to high ( except for lighting quality which is set to performance to rapidly build maps).

please help

thanks
rolfy
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Posted: 25th Jun 2012 20:01 Edited at: 25th Jun 2012 20:05
It may be the muzzleflash or the explosion if your using an entity to destroy. Dynamic entity's will receive more of this light than static and its more noticable if ambience is low. Try raising the ambience a little.
Of course this may not be the problem as it shouldn't happen after the explosion so showing a video of the effect might help me work out whats going on.
Does it happen with a higher lighting quality setting?
Remember not to place lights too close to the wall.

Awesome! Its one of those threads.
TIMON
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Location: France
Posted: 25th Jun 2012 23:24
Hi rolfy

The destructive wall is flickering all time (before and after explosion), and even in the editor window itself imagine it is a segment not entity, the entity works fine, I tried to set lighting quality to high but doesn't help, I tried to set my ambiance level to 25 and 50(coz I use internal light effects)

Here is a video
http://www.youtube.com/watch?v=gzUL-8f_GZI&feature=youtu.be

Waiting for your answer

Thanks
rolfy
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Posted: 26th Jun 2012 06:04 Edited at: 26th Jun 2012 21:02
From your video I can tell right away whats happening here, the ww2 corridor walls are made up of a dynamic section surrounded by a static mesh section and it looks like I exported this particular dynamic wall with the static mesh so you get two static wall sections which are clashing.
Simply drop the attached file into:

meshbank\rolfy\environment\ww2\corridors\.

Remember to delete bin and dbo files before starting up FPSC.

Seems to be just this one mesh I made the error on but will take a closer look to make sure.

Awesome! Its one of those threads.
TIMON
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Location: France
Posted: 26th Jun 2012 11:59
Hi rolfy

sorry but it is not working I replaced the file and used fpsc cleaner, but the problem is still existing, Iam using "Chateau Hallway corridor" in my test map.

By the way, why am I getting white-textured segments in the editor and gameplay when I place Bunker, or "chateau secret passage" corridors?

I tested the scfi segments, it is working fine (Maintenance corridor, and service corridor), but all other scfi segments I got like before a white-textured segment in editor and gameplay!!!

thanks
KasseyusAncient
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Posted: 26th Jun 2012 12:38
I had an issue with white textures also. I found that because I was using the free version install (even though I had the full version) a lot of the stock media was not there.

Uninstalling and re-installing the full version of the software fixed the issue for me... it may be the same for you.

New PC Specifications : Intel Core i3 2.93Ghz. Windows Vista Ultimate. 4GB DDR3 RAM. ATI Radeon HD 2600 XT.

TGC Store Tag : Kasseyus (need to make a graphical sig one day)
TIMON
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Posted: 26th Jun 2012 20:37
@Kasseyus

Yes I installed the full version of fpsc into another directory, then I copied the texturebank folder of scfi and ww2 into my existing ones and replaced files if asked, and yes the size is not the same, so now I have all my segments fully textured

@rolfy
But always the problem of flickering destructive walls is the same, it is only happening for ww2 corridors, scfi ones are fine
KasseyusAncient
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Posted: 26th Jun 2012 20:50
TIMON, that looks very much like Z-Clash. Is there anything else overlapping?

What section are you using?

New PC Specifications : Intel Core i3 2.93Ghz. Windows Vista Ultimate. 4GB DDR3 RAM. ATI Radeon HD 2600 XT.

TGC Store Tag : Kasseyus (need to make a graphical sig one day)
KasseyusAncient
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Posted: 26th Jun 2012 20:56 Edited at: 26th Jun 2012 21:01
@rolfy

I believe 'chateau_hallway_wall1b' needs the same fix

New PC Specifications : Intel Core i3 2.93Ghz. Windows Vista Ultimate. 4GB DDR3 RAM. ATI Radeon HD 2600 XT.

TGC Store Tag : Kasseyus (need to make a graphical sig one day)
rolfy
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Posted: 26th Jun 2012 20:58 Edited at: 26th Jun 2012 21:03
I looked at all the ww2 entitys and segments and all are fine, only the Chateau Hallway corridor seems to have had this error.
However it looks like I gave you the wrong mesh above, try this one and take a quick look at the othre ww2 segments if they are flickering like you say post a screenshot and your system specs.
This pack does not contain textures and reference the stock media.
Mesh in attachment.
meshbank\rolfy\environment\ww2\corridors\

Sometimes you have run the cleaner a couple of times to catch everything.

Yes it is z clashing, as I explained above one of the dynamic meshes was exported along with the static mesh surrounding frame, the mesh attached should fix the problem.

Awesome! Its one of those threads.

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KasseyusAncient
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Posted: 26th Jun 2012 21:03
Hi.

That fixed the problem on my machine .

New PC Specifications : Intel Core i3 2.93Ghz. Windows Vista Ultimate. 4GB DDR3 RAM. ATI Radeon HD 2600 XT.

TGC Store Tag : Kasseyus (need to make a graphical sig one day)
TIMON
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Posted: 26th Jun 2012 23:25 Edited at: 26th Jun 2012 23:29
@rolfy

I think I have figured out the cause of the flickering, actually the destructive part of the wall clashes with the wall of the segment which is on the other side of the corridor for example I put "chateau study room" so when the wall is destructed you get access to this room, the solution was to remove the wall in "chateau study romm" which is just opposite to our destructive wall and voila there is no clash anymore.

Here is a photo a of the editor window which shows the clash, as you see the destructive wall clashes with the texture of the opposite segment on the other side and you can see its texture appearing on our wall:

http://img15.hostingpics.net/pics/837507FPSCMapEditor.jpg

But the sole problem that remains is that the destructive part of the wall has no light/shadows effects on it! so when I put a light source in the corrior all the walls segments get the light effect except for the destructive part and this is ugly coz you can easily know that this part of the wall is not like others so it has no more logic

here is a photo (I tested all the ww2 corridors, no clash anymore) but as you see in the photo we can easily distinguish the destructive part of the wall:
http://img15.hostingpics.net/pics/916690FPSCGame.jpg

My specs (Asus Republic of Gamers):
Intel core i7-267QM, 2.2Ghz
4Gb DDR3 RAM
nvidia GTX 560m 2Gb GDDR5

Thanks
rolfy
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Posted: 27th Jun 2012 02:31 Edited at: 27th Jun 2012 02:37
Lighting has always been a problem with dynamic entity's such as doors etc, you cant place static lights right next to them or they will light more brightly and they dont cast or recieve shadows. Watch the light range and use ambient level to put a bit of light onto these and any other dynamic entity's, its an FPSC issue.

If you watch the video it shows you how best to place your lighting.

Awesome! Its one of those threads.

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