Game Development Community

White flickers on seams

by Thak · in Constructor · 06/05/2007 (8:47 am) · 7 replies

Hiya all

I get a lot of "snow" - white pixels that flicker along any and all seams if I am outside the building in question, as soon as I enter the interior zone they seem to disappear.

The model is made up of mostly boxes that are perfectly aligned.

If I export it from DeleD and run it through the Map2Dif from the Artist page its perfect, no white flickers

In constructor I get the flickering in regular export and legacy as well.

Anyone know how I can solve this?

#1
06/05/2007 (4:36 pm)
Perhaps you can submit a sample csx file from constructor that is behaving in this manner, so we can try it out and see what the issue seems to be....
#2
06/05/2007 (5:04 pm)
I have noticed this same thing happening on my maps.

I did a few tests and it seems that they don't have the white pixel border in 1.5, but they do in 1.5.2.

It seems to happen more when a solid brush gets cut up by other brushes touching it or by subtracting one brush from another. I did notice that the use of detail brushes helps to reduce the white pixel border.

@Jason :

This is really easy to reproduce, but is only really visible in 1.5.2 (could be in 1.5.1 as well - I haven't checked yet).
#3
06/05/2007 (5:23 pm)
I get this in 1.5.2 when using the Dungeon Pack map files as prefabs in Constructor.
#4
06/12/2007 (8:36 pm)
My whole building has flickering seams throughout the floors and ceilings especially, but also the walls in a few locations. I agree that it happens where brushes are being automatically cut up. I haven't tried it yet, but it may help to have smaller (and more) brushes built, thinking of how it would be cut as you built, to prevent anything from being cut... which may be harder than it's worth on complex geometry.

MORE RELATED QUESTIONS:
1. If one maps a NULL texture to the face that is touching another face (ex: the bottom of a pillar touching the floor), will it cut the floor up or ignore that intersection point?
2. Does the NULL texture have to be named "null" or only be a magenta color? ...or both? And does the null texture have to be a specific size or file format?

Thanks in advance!
#5
06/12/2007 (9:40 pm)
1) ignore might not be the best term for it, but the result would be the same.
#6
06/13/2007 (6:25 pm)
1) It will cut up the floor

2) It just has to be named NULL (case insensitive)
#7
06/13/2007 (7:16 pm)
Heya all,

So any idea why the map file will work perfectly when run through the old map2dif but get all this jiggy seams when using constructor?

Also I still need to test what happens if I save the file as map from constructor and run through the old exporter.

However saving .map from constructor has its own issues. Basically loading a .map file that was generated in constructor ends up flipped in DeleD and some brushes are stretched to infinity.

maybe that has some correlation in all this?