Flickering meshes [message #243969] |
Wed, 07 February 2007 14:01 ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
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General (3 Stars) |
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I am trying to make a light beam enter into a cave through a hole in the ceiling.
I made the beam, put a good texture on it, and made it just perfectly transparent to give off the effect of a beam of light.
BUT There is a problem, when ever I change my position, the beam of light either turns bright white, disappears, or turns red.
Anyone have the slightest idea why it is doing that?
[Updated on: Wed, 07 February 2007 14:02] Report message to a moderator
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Re: Flickering meshes [message #244068 is a reply to message #243990] |
Wed, 07 February 2007 18:51 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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R315r4z0r
Messages: 3836 Registered: March 2005 Location: New York
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General (3 Stars) |
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The texture isn't missing either. I can see it is there.
This is what I did:
Since it is transparent, it gets really messed up when I compute vertex solve it, so I did that to the map first, THEN added the beam of light.
This way, the light stays transparent, and doesn't cast shadows.
I used the texture 19_Dust.tga (I think that is it)
and I made it scroll by making it an alpha blend, setting it to liner Offset, and giving it VPerSec=0.12
It looks pretty good, without the flickering I mean.
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EDIT:
Here is a small 20 second video of what it looks like: http://s27.photobucket.com/albums/c175/r315razor/maping%20updates/?action=view&a mp;a mp;current=LevelEdit2007-02-0720-56-26-76.flv
(Little blurry, so it is hard to see what it looks like when the light is dimm)
[Updated on: Wed, 07 February 2007 19:05] Report message to a moderator
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