Frictional Games Forum (read-only)

Full Version: Wtf is wrong with this texture?
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2
So, i'm trying to make this CS that will take place under the sea, but i'm having difficult to make the sea :l
I'm using a transparent window texture and, in the background, i've used water to make it look like the bottom of the sea. But sometimes the window texture randomly disappear and appear according to the way you look at it.
I've made a video to show you guys:





If someone could help me, it would be great since i don't always have time to work on it.
Usually happens if a part is flickering with the object behind, but only appears from a med-far distance.
I encountered this before myself, got jesus popping up on my walls and shit.
Check if the name of your texture is correct, and if the collada is pointing to it properly.
if you have 2 planes there, put the water behind (with a difference of 0.01 in its coords)
(05-01-2013, 04:43 PM)Amn Wrote: [ -> ]if you have 2 planes there, put the water behind (with a difference of 0.01 in its coords)
They're distant from each other. Look:

[Image: dsasda.jpg]

Maybe this is some property of the water?
Do you have "Fog" enabled in any way? Try disabling it.
(05-01-2013, 06:17 PM)Rapture Wrote: [ -> ]Do you have "Fog" enabled in any way? Try disabling it.
I haven't put any fog and the textures aren't colliding. This is really annoying since my story is based in bioshock.
Not sure if this will work, but perhaps its because the water is trying to render the void. Try surrounding the outside area with black technical planes. (just an experiment)

Or perhaps open the material in the Material Editor and uncheck World reflection, then save as a new material.

Another tip would be to remove cubemaps on both of those transparent materials. It makes the material "emissive" in dark areas.
go to edit level setting's and check fog.
He just said above that there is no fog in the level.
Pages: 1 2