Terrain Lighting Flickers when Shooting
by Nick "Steve" DeChiara · in Torque Game Engine · 05/24/2008 (7:33 pm) · 7 replies
When I shoot a projectile that has a light(or has an explosion with a light) the lighting on the terrain begins flickering until the projectile disappears(it will stay the same as its last flicker, also). If I shoot a projectile down at my feet, it gets dark as well.
Also, I am running on TGE 1.5.2 with no modifications to the terrain or lighting systems.
Any ideas what it might be?
Also, I am running on TGE 1.5.2 with no modifications to the terrain or lighting systems.
Any ideas what it might be?
About the author
#2
I am fairly certain that it is not my computer, it's map-specific.
05/24/2008 (8:10 pm)
Nope, and I can go to other maps and it wont do this, by the way.I am fairly certain that it is not my computer, it's map-specific.
#3
05/24/2008 (8:13 pm)
Well try reloading the terrain texture, I know sometimes that happens to me...
#4
05/24/2008 (10:15 pm)
I reloaded all of the terrain textures, but to no avail.
#5
05/25/2008 (8:31 am)
I really have no good idea so I'll throw some things out there. Are all the terrain textures powers of 2? Is the bumpmapping wierd? Does it work with any projectile (like the starter crossbow) or just one's you've scripted. Terrain square sizes are powers of 2? Uh.... That's all I got, hope you find a solution.
#6
05/25/2008 (3:42 pm)
Forget not to check your detail textures. As i recall if i experimented and used large size detail textures would cause odd terrain lightmap flickers.
#7
What do you mean by "is the bumpmapping wierd?"
It works with any projectile(yes including the starter crossbow and another I've scripted)
Terrain square size is 8.
The detail size and bumpmap size is 256by256
Note that I'm using textures that came with stock torque.
My terrain datablock
new TerrainBlock(Terrain) {
canSaveDynamicFields = "1";
rotation = "1 0 0 0";
scale = "1 1 1";
detailTexture = "~/data/terrains/details/snow_detail.jpg";
terrainFile = "./TheWorld.ter";
bumpTexture = "~/data/terrains/details/snowdetail04.png";
squareSize = "8";
bumpScale = "4";
bumpOffset = "0.01";
zeroBumpScale = "4";
tile = "1";
position = "-1024 -1024 0";
locked = "true";
};
My sun(incase it might have something to do with this?)
new Sun(Water) {
canSaveDynamicFields = "1";
azimuth = "45";
elevation = "45";
color = "0.45 0.35 0.35 1";
ambient = "0.45 0.45 0.47 1";
CastsShadows = "1";
direction = "0.57735 0.57735 -0.57735";
scale = "1 1 1";
position = "0 0 0";
rotation = "1 0 0 0";
};
I appreciate the help so far, I hope this can be fixed.
05/25/2008 (4:32 pm)
All terrain textures are powers of 2. What do you mean by "is the bumpmapping wierd?"
It works with any projectile(yes including the starter crossbow and another I've scripted)
Terrain square size is 8.
The detail size and bumpmap size is 256by256
Note that I'm using textures that came with stock torque.
My terrain datablock
new TerrainBlock(Terrain) {
canSaveDynamicFields = "1";
rotation = "1 0 0 0";
scale = "1 1 1";
detailTexture = "~/data/terrains/details/snow_detail.jpg";
terrainFile = "./TheWorld.ter";
bumpTexture = "~/data/terrains/details/snowdetail04.png";
squareSize = "8";
bumpScale = "4";
bumpOffset = "0.01";
zeroBumpScale = "4";
tile = "1";
position = "-1024 -1024 0";
locked = "true";
};
My sun(incase it might have something to do with this?)
new Sun(Water) {
canSaveDynamicFields = "1";
azimuth = "45";
elevation = "45";
color = "0.45 0.35 0.35 1";
ambient = "0.45 0.45 0.47 1";
CastsShadows = "1";
direction = "0.57735 0.57735 -0.57735";
scale = "1 1 1";
position = "0 0 0";
rotation = "1 0 0 0";
};
I appreciate the help so far, I hope this can be fixed.
Torque 3D Owner Morrock