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FSX Objects flickering in GMAX

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us-ohio
Hey all, I'm new here. Been into FS for a year or so and decided to try my hand at some scenery to fit into the ORBX PNW region. I was actually directed here from the ORBX forums.
I'm currently working on Willapa Harbor Airport, about 10 minutes or so from Bowerman along the coast of Washington. Planning on releasing it as freeware when I'm finished.
Gonna have a ground poly, photoreal ground, and watermask.

I've had great success in modeling so far.
HdpEFgB.jpg


jiBeeWw.jpg


e1Fto3w.jpg


However, I have one thing I'm worried about.

hKxLrjw.jpg


Notice the flickering?
Yup. The triangular prism-like object over the hanger doors flickers when set up against the top part of the hanger - Not when separate from it however.

Is this just a visual bug I have to deal with in GMAX, or will this flicker in FSX?
I'm still new to GMAX but catching on quite fast.
-Mac
 
If the two polygons are against each other they will flicker. One needs to be infront of the other by a margin. Even then it might flicker in FSX. I can't see that the prism has a front side, and the side that is flickering occupies the same space as the top of the hangar.

For the body of the building,you should make it all as one object. Highlight polygons, slice and extrude them and change the heights. Otherwise you have lots of redundant polygons.

The doors should be fine as separate boxes though.
 
If the two polygons are against each other they will flicker. One needs to be infront of the other by a margin. Even then it might flicker in FSX. I can't see that the prism has a front side, and the side that is flickering occupies the same space as the top of the hangar.

For the body of the building,you should make it all as one object. Highlight polygons, slice and extrude them and change the heights. Otherwise you have lots of redundant polygons.

The doors should be fine as separate boxes though.

To make them all one object, am I able to "Attach" them with the attach button? It looks as if this makes everything one big object.
 
You can do it that way.

Easiest way is to delete the navy blue bit between the roof and the main body, then highlight and raise the vertices to meet the roof.

To make the roof I would extrude the top polygon twice, highlight all of the edge polygons of the top extusion and use the size too to make it bigger, then lower it by selecting the vertices, so that the bottom edge of the roof is the same height as the top of the building.


It's difficult to explain. What you have done here isn't bad at all. Just the roof might flicker over the body when you fly over it.
 
You can do it that way.

Easiest way is to delete the navy blue bit between the roof and the main body, then highlight and raise the vertices to meet the roof.

To make the roof I would extrude the top polygon twice, highlight all of the edge polygons of the top extusion and use the size too to make it bigger, then lower it by selecting the vertices, so that the bottom edge of the roof is the same height as the top of the building.


It's difficult to explain. What you have done here isn't bad at all. Just the roof might flicker over the body when you fly over it.

So even if I attach the navy blue area between the roof and the building, I would still face flickering issues in the sim?
I thought attaching combined both polygons into one.
 
Sorry, yes that should work.

But is not ideal in all circumstances as it might "shatter" some polygons on some occasions: making many faces where there was one.
 
If you "Attach" the geometry, this simply makes them one object for the purposes of editing. It will not solve the problem of conflict which arises from them occupying the same UVW space. The only reason they will stop flickering is that they are now the same colour in the editor!

In FSX, there is an even further reduced tolerance for this, as vertex resolution appears to be compressed, thus any geometry which overlaps and is 'close' may well produce flickering at a distance, even though there is no XYZ conflict apparent in the model. The classic example is placing a high-resolution sign on the front of a building.

The solution requires removing the overlap (usually by cutting out the piece that lies behind. A good model should not have co-incident planes or vertices (redundant geometry) in any case.
 
If you "Attach" the geometry, this simply makes them one object for the purposes of editing. It will not solve the problem of conflict which arises from them occupying the same UVW space. The only reason they will stop flickering is that they are now the same colour in the editor!

In FSX, there is an even further reduced tolerance for this, as vertex resolution appears to be compressed, thus any geometry which overlaps and is 'close' may well produce flickering at a distance, even though there is no XYZ conflict apparent in the model. The classic example is placing a high-resolution sign on the front of a building.

The solution requires removing the overlap (usually by cutting out the piece that lies behind. A good model should not have co-incident planes or vertices (redundant geometry) in any case.

How do you unattach polygons models? I have all mine attached and didn't make any real backups.
 
If you "Attach" the geometry, this simply makes them one object for the purposes of editing. It will not solve the problem of conflict which arises from them occupying the same UVW space. The only reason they will stop flickering is that they are now the same colour in the editor!

In FSX, there is an even further reduced tolerance for this, as vertex resolution appears to be compressed, thus any geometry which overlaps and is 'close' may well produce flickering at a distance, even though there is no XYZ conflict apparent in the model. The classic example is placing a high-resolution sign on the front of a building.

The solution requires removing the overlap (usually by cutting out the piece that lies behind. A good model should not have co-incident planes or vertices (redundant geometry) in any case.

And are you saying I should space the polygons of my model out a small bit/ leave gaps between them?
 
Only where is required. In Fsx this effect is more severe, you can't place two polygons too close.for exemple a Wall and a Little polygon for a window. you mus separate them enough.
you should to get rid off these overlapping poygons. I think just delete them, and créate a new one if nesessary. you can detach every polygon of the object too. with the detach tool, and attach all again.
 
So I detached all my objects.
So I make all my polygons far enough apart but leave enough space for them to appear as one object in the sim?
Also,
When I create a boolean in an object, do I need to make the incision a separate polygon?
 
Boolean (I presume you are subtracting) should form a resultant object that is all you need. The 'B-operand' is typically removed from the scene, unless you alter the base boolean parameters on the rollout.

The 'neatest' solution to flickering is not to have overlapping geometry; the next best solution is to have sufficient space between planes ... but sometimes the amount of space required to totally eliminate flickering in FSX is quite alarming.
 
I think IMHO you need to take a look at fs 2004 gmax game pack. There is a tutorial how to build a house, attach effect and many thing. Once you follow this tutorial, you will get the right way to do the model in gmax.
 
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