SFM Hammer: What could be causing this texture thing?

Negan

L1: Registered
Sep 26, 2023
5
0

Negan

L1: Registered
Sep 26, 2023
5
0
Even further testings and I have narrowed down the problem: It's when I enable Func_detail on visgroups that the flickering of textures happens. If I compile with everything else enabled things seem normal:

View: https://i.imgur.com/Nbnwk61.mp4


So now the question is: How could this be solved? any workarounds?

Log of this compile:

Compile with Func detail enabled:
View: https://i.imgur.com/hjbsGDR.mp4


Log:
 
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Negan

L1: Registered
Sep 26, 2023
5
0
Is the flickering happening when you do a render in SFM? I've had this issue before but it doesn't actually change the outcome of the render. Source man, it does weird things.
Yes, its flickering on rendering as well:

View: https://i.imgur.com/AQxEjb3.mp4


Why tf does this happen? there has to be a way to fix this. It's something to do with func details. I wish I could find a way. I love this map and I want to animate on it. Why? there has to be a solution. Let's think together.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Did you try to apply a texture as an overlay that isn't supposed to be used as one? That's the only thing I can think of that causes flicker.
 

Negan

L1: Registered
Sep 26, 2023
5
0
Did you try to apply a texture as an overlay that isn't supposed to be used as one? That's the only thing I can think of that causes flicker.
Here is all information on the building texture that flickers:


View: https://i.imgur.com/fsbvY2P.png


wall04.vmt:
Code:
LightmappedGeneric
{
$baseTexture "concrete/wall04"
$surfaceprop concrete
}

And from the smaller buildings to the side:

composite006.vmt:
Code:
LightmappedGeneric
{
$baseTexture "buildings/composite006"
"%keywords" l4d2
$envmap env_cubemap
//$basealphaenvmapmask 1
$envmaptint "[ .5 .5 .5 ]"
}

I tried commenting $basealphaenvmask 1 to see if something changed.

Any ideas? there has to be a reason.

Something interesting is that if I do the opposite (remove all but func_details) the brushes are properly rendered.
 
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