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Flickering visibility through glass

Discussion in 'Mapping Questions & Discussion' started by Werewolf, Feb 20, 2019.

  1. Werewolf

    aa Werewolf Probably not a real Werewolf

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    I am having a visibility issue in one of my maps that I can't get my head around. Basically certain items in the map appear to flicker when viewed, but only from a particular location. I recorded this to help demonstrate:


    The spinning item you see is a func_rotating, and wall around it that is flickering is a func_breakable. Most of everything else you see is actually a func_detail.

    This is the same view in Hammer with the visleaves enabled:
    [​IMG]
    It may not be clear from this screenshot, but I'm not crossing any visleaves when I move.

    I'm not sure if it's the location that's the issue or the glass it's being viewed through as it is a custom made texture. It's a simple white layer set to 20% opacity (created in GIMP, base layer 100% transparent, 2nd layer white with the opacity reduced).

    I mention this even though I've had this issue with stock textures (previously I was using 'glass/glasswindow001a') but I had heard a rumor that I might be able to fix this issue with a certain parameter in the .vmt file, except I have no idea which parameter is supposed to be the magic one! Because of that. I've added various ones and experimented a bit, but so far I've not had any luck.

    Here's the .vmt file in question:
    Code:
    LightmappedGeneric
    
    {
        "$basetexture" "custom/tf2_general/glass_no_sound_002"
        "$surfaceprop" "Default_Silent"
    
        "$reflectivity" "[0.10 0.10 0.10]"
    
        "$alpha" "0.2"
        "$alphatest" "1"
        "$alphatestreference" "0.5"
    
        "$selfillum" "1"
    
        "$nodecal" "1"
        "$nofog" "1"
    
        "$color" "[0.53 0.53 0.53]"
    
        "%keywords" "tf,glass"
    }

    Therefore my question is this - Does anyone know how to fix/prevent this flickering?
     
  2. ficool2

    ficool2 L4: Comfortable Member

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    "$alpha" "0.2"
    "$alphatest" "1"
    "$alphatestreference" "0.5"

    $alpha and $alphatest are not compatible together, thats the first issue (you should be using only $alpha)

    If that still doesn't work, make the glass a func_brush
    If that doesn't work, fire the AlternativeSorting 1 input onto the glass brush (you may need a custom FGD for this to show up)
    Also try firing the AlternativeSorting 1 on the func_breakable
    And if that doesn't work, make the glass into a prop_static using Propper
    ... And if that doesn't work, make the glass into a prop_dynamic
    And finally if its still broke, try fire the AlternativeSorting 1 onto the prop_dynamic

    I ran into this issue myself on dr_blackmesa, and one of those combinations fixed it
     
  3. Werewolf

    aa Werewolf Probably not a real Werewolf

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    I took out the $alphatest and $alphatestreference, and it appears to be working fine now, all except for this overlay:

    [​IMG]
    It's just the stock 'overlays/logo_blue_white' overlay. I dug out it's .vmf file though GCFScape:
    Code:
    LightmappedGeneric
    
    {
        "$basetexture" "overlays/logo_blue_white"
        "$translucent" "1"
        "$decal" "1"
    
        "$vertexcolor" "1"
        "$vertexalpha" "1"
    
        "%keywords" "tf"
        
    "$decalscale" ".25"
    }
    Is there a recommended change I could make to the overlay to either the .vmf or the 'info_overlay' in hammer?
     
  4. ficool2

    ficool2 L4: Comfortable Member

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    Remove $translucent and replace it with $alpha 0.7
     
  5. Werewolf

    aa Werewolf Probably not a real Werewolf

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    Nope, that just make it completely invisible both in hammer and in game.
     
  6. ficool2

    ficool2 L4: Comfortable Member

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    Remove $vertexcolor and $vertexalpha, also try changing the $alpha value to something like 0.2 or 0.9
     
  7. Werewolf

    aa Werewolf Probably not a real Werewolf

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    Nope. It's visible but still getting the same bug.
     
  8. ficool2

    ficool2 L4: Comfortable Member

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    Try this:

    Remove "$decalscale" ".25" and $decal from the vmt, and instead make a brush which is the size of the overlay, and then apply the texture ontop and use the Fit button to stretch it across

    After that, make the brush a func_illusionary and submerge it into the floor, and then use Ctrl + M and move it up by 0.1 units (put 0.0 in X and Y)
     
    • Thanks Thanks x 1
  9. Werewolf

    aa Werewolf Probably not a real Werewolf

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    Not the solution I was expecting but it worked, thank you.
     
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