Treehouse Map: Objects are "flickering"[Solved]

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_BR3AK3R_
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Treehouse Map: Objects are "flickering"[Solved]

Post by _BR3AK3R_ »

Hey guys. I'm working on map for battlefront 2 wich can be found here:
http://www.gametoast.com/forums/viewtop ... 29&t=18578

I'm using many custom objects and my problem is, as I place more and more objects in my map they start to "flicker".
To show you what i want to say here are two screens:
here everything is fine:
Image
but if you change the camera angle just a little bit some objects disappear, though their collision is still there:
Image
as mentioned before this starts after i have placed quite many objects.
I thought it could happen because there are too many objects in view so I merged all boxes on the map into one object(in XSI) and also all balustrades into one object(in XSI) but the problem is still there.
Any ideas why this happens? Any solution?
Thanks in anticipation.
Last edited by _BR3AK3R_ on Wed Sep 30, 2009 3:23 pm, edited 3 times in total.
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Re: Treehouse Map: Custom Objects are "flickering"

Post by Fiodis »

The object limit is something fantastically high, so I doubt you've gone over that.

I've seen this problem crop up in other people's projects, though I've never had it myself. I don't recall the solution off-hand, though, perhaps a forum search may turn up something....
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Re: Treehouse Map: Custom Objects are "flickering"

Post by Frisbeetarian »

I'm not sure what your problem is exactly, but you can fix it by merging objects in XSI, reexporting, and replacing.
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Re: Treehouse Map: Custom Objects are "flickering"

Post by Eggman »

I generally have that problem when I place a large number of the same object in a map and most of them are visible on-screen at the same time. For example, anyone who's played Aldura: Landfall might have noticed that some of the crates flicker on and off at times.
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Re: Treehouse Map: Custom Objects are "flickering"

Post by _BR3AK3R_ »

I searched the forums and i found a comment of repsharpshooter where he describes exactly the same problem. The theory is that the engine has to render to many objects at the same time so it leavs some objets unrendered >.<
I think there is no 100% solution for this problem :?
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Re: Treehouse Map: Custom Objects are "flickering"

Post by Eggman »

If you were willing to change the environment of the map you could adjust the view distance and fog values so objects farther from the player can fade out from view.
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Re: Treehouse Map: Custom Objects are "flickering"

Post by _BR3AK3R_ »

When the map is finished it will be set at night so thats a good idea, but i just tried the skysettings of dagbah, wich have a fairly small view distance and it's not getting better :cpu:
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Re: Treehouse Map: Objects are "flickering"

Post by Frisbeetarian »

_BR3AK3R_ wrote:I think there is no 100% solution for this problem
Really? And what's wrong with what I said?
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Re: Treehouse Map: Objects are "flickering"

Post by _BR3AK3R_ »

I did what you said already.. at first I thought that there were to many objects on the screen so I merged them in XSI
but it doesnt solve it ..if I do so there are just more things disappearing because more things are one object. :?
Propably its not about the number of objects but the number of polygons on the screen. If the houses of the treehouse(wich have MANY polygons) are not in the view nearly everything is visible. If there is no other way i propaply have to reduce the detail on the buildings :cry:
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Re: Treehouse Map: Objects are "flickering"

Post by obiboba3po »

I've had this problem before (a few times actually) It is not the object limit i never really discovered the cause of it :? However, playing with sky and visibility settings should help. Also i know some custom models do this when they are enlarged or shrunk too much and they "flash" at different angles.
Edit: egg beat me to it with the viewability and fog things.
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Re: Treehouse Map: Objects are "flickering"

Post by Fiodis »

obiboba3po wrote:Also i know some custom models do this when they are enlarged or shrunk too much and they "flash" at different angles.
Actually, stock models do this too. You get it from msh.option scaling, and so I doubt that's the culprit behind _BR3AK3R_'s vanishing objects.
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Re: Treehouse Map: Objects are "flickering"

Post by obiboba3po »

Fiodis wrote:
obiboba3po wrote:Also i know some custom models do this when they are enlarged or shrunk too much and they "flash" at different angles.
Actually, stock models do this too. You get it from msh.option scaling, and so I doubt that's the culprit behind _BR3AK3R_'s vanishing objects.
Very true, any excessive scaling causes flickering objects. However I do agree with you I doubt its scaling issues.
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Re: Treehouse Map: Objects are "flickering"

Post by _BR3AK3R_ »

First: Thanks for helping :D , but
the thing is that no objects on treehouse are scaled with an msh.option-file.
I found some important issue lately. When i look at a specific angle the most objects are where they should be but if i change the angle just a little bit so that another object is in the field of view suddenly other objects disappear.
I think repsharpshooter is right with what he says here: http://www.gametoast.com/forums/viewtop ... er#p290065
To many polygons are rendered at the same time(obviously most of the treehouse-objects have high polycount).
I tried different sky settings with different viewranges but it didn't get better :(
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Re: Treehouse Map: Objects are "flickering"

Post by obiboba3po »

_BR3AK3R_ wrote:First: Thanks for helping :D , but
the thing is that no objects on treehouse are scaled with an msh.option-file.
I found some important issue lately. When i look at a specific angle the most objects are where they should be but if i change the angle just a little bit so that another object is in the field of view suddenly other objects disappear.
I think repsharpshooter is right with what he says here: http://www.gametoast.com/forums/viewtop ... er#p290065
To many polygons are rendered at the same time(obviously most of the treehouse-objects have high polycount).
I tried different sky settings with different viewranges but it didn't get better :(
Then why not try Frisbeetarian's advice and merge some models together (and decrease poly counts) and replacing them? (it's worth a try)
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Re: Treehouse Map: Objects are "flickering"

Post by Xavious »

obiboba3po wrote:
_BR3AK3R_ wrote:First: Thanks for helping :D , but
the thing is that no objects on treehouse are scaled with an msh.option-file.
I found some important issue lately. When i look at a specific angle the most objects are where they should be but if i change the angle just a little bit so that another object is in the field of view suddenly other objects disappear.
I think repsharpshooter is right with what he says here: http://www.gametoast.com/forums/viewtop ... er#p290065
To many polygons are rendered at the same time(obviously most of the treehouse-objects have high polycount).
I tried different sky settings with different viewranges but it didn't get better :(
Then why not try Frisbeetarian's advice and merge some models together (and decrease poly counts) and replacing them? (it's worth a try)
He already tried merged some of the objects together.
_BR3AK3R_ wrote:I thought it could happen because there are too many objects in view so I merged all boxes on the map into one object(in XSI) and also all balustrades into one object(in XSI) but the problem is still there.
What I'd suggest doing is reading through the BF2_PortalSystem documentation included in the mod tools, as well as any topics about portals and sectors in the FAQ here (I know there's at least one that you need to read if you want to figure it out). However, I'm not sure if portals and sectors would work out well on a map that looks as open as yours, but it's worth a try. You could always put foliage and trees in between some of the walkways so you couldn't see the other side.
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Re: Treehouse Map: Objects are "flickering"

Post by DarthD.U.C.K. »

do the models have a lowrez?

(if not that could be the solution)
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Re: Treehouse Map: Objects are "flickering"

Post by _BR3AK3R_ »

Thanks so much Duck :D It works 8)
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