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DarkBASIC Professional Discussion / BSP + Lightmap = Flickering?

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djlaptop
21
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Joined: 21st Sep 2002
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Posted: 24th Sep 2002 05:01
OK, since I couldn't get collisions working properly with my .x map, I tried converting my .x to a .bsp. This worked with no problems whatsoever and I was able to load my new .bsp flawlessly.

So then I tried loading in the (.x) lightmap. It worked, and the light effect shows up, but now the whole map flickers when the screen is updated.

Ideas? Suggestions?
Kale
21
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Location: United Kingdom
Posted: 24th Sep 2002 20:40
have you got a bit of code showing how you load the level and lightmap? are these seperate files??

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djlaptop
21
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Posted: 24th Sep 2002 21:56
Sure... it's pretty simple code... Most of it is for the movement. Anyway, thanks for taking a look.



Rob K
Retired Moderator
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Location: Surrey, United Kingdom
Posted: 24th Sep 2002 22:35
Try using the Fastsync command instead of the standard Sync command.

Most of the other BSP demos that I have scene use this.

what is a signature?
Kale
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Location: United Kingdom
Posted: 25th Sep 2002 03:35
ta djlaptop

What the flame does not consume, consumes the flame.
----------------------------------------------------------------
AMD XP2100+, Geforce4Ti 4400, 512Mb DDR, Abit KX7.
djlaptop
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Posted: 25th Sep 2002 20:14
Tried fastsync. Still no go.

Richard Davey
Retired Moderator
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Posted: 25th Sep 2002 20:31
Fastsync wouldn't alter the flickering, it just skips a few Windows calls per sync to gain a little more speed. You should probably try playing around with the backdrop commands, I see you've got a skybox anyway so really backdrop doesn't need to be on at all and apart from speeding the scene up massively it might cure the flickering too. Without seeing the models though it's impossible to be sure.

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
DB Team / Atari ST / DarkForge / Retro Gaming
Shadow Robert
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 26th Sep 2002 05:59
From what i can tell the BSP and Lightmap are seperate objects no? the reason for the flicker is that where the objects faces are intersecting and the Zbuffer can't determine which to use... if you want this to work then you'll have to offset everysingle plane from the original by atleast 0.02

I thought DBpro handled compiled lightmaps? :s
guess its something i'm going to have to check out later.

"For the Greater Good"...
Kyi'Aun (Jedi Master) Rai'Ka

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