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Horrible texture flickering

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us-northcarolina
So I made a few sets of T-hangars to go at KRUQ. I generally build sceneries on my desktop, and when rendered in FSX, they flicker when you move away from them, and the roof has flickering white edges (the roof is supposed to be blue). It doesn't do this up close, and it also doesn't do this when put into FSX on my laptop.

I'm afraid that someone is going to get ahold of my sceneries with the same problems as my desktop and see crappy, flickering scenery! :confused:

What is the issue, and how can I fix it?
 
Jon can you post a screenshot of the flickering? It may not be possible because a still shot may not show that. But at least it would let us see the kind of structure you have created.

Could be a couple of things. I'm not a FSX designer so take this with a large grain of salt:

How do you create the textures for your structures? PSP or Photoshop and then do you convert them into DXT format using DXTBmp or a similar program? When you do that, do you have the mipmaps checked box selected?

Also this might be a Z bias issue. If so, there is a fix for that as well.

Again, I'm just taking wild stabs in the dark here.
 
A still shot doesn't really show it. The textures are made in MS Paint and PSP, and converted by DXTBMP, I use the 32-bit extended format, mipmaps not selected (mipmaps make the textures blur).

What is a "z-bias" issue, and how can it be fixed?

thanks for your help!
 
Hi,

Could it be that you have duplicate polygons? If you have two polygons exactly in top of each other they will flicker.

If only one is needed, just find the duplicate one and delete it. If both are needed (for example for a sign on a wall), then you need to give the top one a zbias.
 
Nope, no duplicate polygons.

The roof is made out of two boxes slanted toward each other. It is around the edge of the boxes that is what is flickering, and it flickers white, which makes no sense since the texture is blue.
 
Is your box double sided maybe? So that it is the inside flickering through the outside?
 
Hi jonmkj
Can you post the fsc file and the textures so we can take a look to try and help.

H_Farfy:D
 
OOH! :D I fixed it, and here's how:

the texture for the roof (which is blue) was on the same bitmap as the texture for the siding (which is white).

I made an entirely new, entirely blue texture for the roof, and voila, it doesn't have that god-awful white flickering around the edges.

A lesson in scenery design can apparently be learned from doing your laundry: SEPARATE COLORS AND WHITES.
It is only having white and light greys in a bitmap that causes this with other colors apparently.
 
or.... make your blue area slighlty larger than the assignment area.

In other words, if you were sizing your texture selections EXACTLY to the (visual) limits of the area, then most probably a few stray white pixels were being caught in the assignment.
 
It is also important to think about how the mipmaps are created. It is often better to make sure the border between two sections of the texture is at a logical pixel (for example 64 or 128). Else it could be that the two parts get blended in the mipmap.
 
Arno, I fixed the texture flickering problem I had with the roof, but the window flickering in SP2 I have is a different problem. You said that is fixable by giving the top one a "zbias" how do you do that? :D
 
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