what is the correct definition for an "instance" in the scene file for a decal type item does it have Instance=xxxx { ReflectPlane=(0.000, 0.000, 0.000, 0.000) MeshFile=xxxx.gmt Decal=True Deformable=True CollTarget=True HATTarget=True Reflect=True } because the gmt exporter doesn't seem to add anything at the moment when i select Decal in the gmt exporter
A Decal is usually placed a few mm above/in front of an object or surface. The Decal tag will prevent flickering between the two. Sounds a bit cryptic perhaps, but I can't find any other words .
thats just it, i have the decal=true on my decals and they are the prescribed 1mm above the track, but they still flicker at medium distance from the car to the horizon.
That's not very nice . You may have to raise it by another couple mm to be on the safe side. I'll include this in the next document update.
do they ever effect the physics or are they just eye candy?? how high before they would be very problematic in the physics arena?
Well, if they're Collision and HAT objects, then the physics engine would have to detect it as a really small microbump. I don't think you're going to notice a couple of mm though (besides, painted lines can be a mm or two thick in real life anyway ).
Are you using a DDS texture or TGA? Are you sure it's flickering from z-fighting, or could it possibly be from non-existent/too sharp mip-maps?
A small screenshot at this point might help. File type shouldn't make any difference, unless mipmaps were indeed not generated.
If you're using the NV DDS tools, all you need to do is select the Generate Mip Maps radio button, and chose All in the dropdown list. That's all there is to it in most cases, so I assume the mipmaps are already there. Could you upload a small screenie or two of the flickering please? I'd like to know if it's actually flickering or some other issue .
It doesn't look like flickering in a screen shot... i think its the mipmaps as i haven't created them (using 3dsimed to convert from bmp/jpeg etc). will 3dsimed create the mipmaps?
it would appear i did (well 3dsimed) create the mipmaps... 9 levels by the look. I am only using a T1 shader... what should i use? View attachment 768
I just tested this myself a minute ago at Joesville, and a poly with a 1mm (0.001m) offset was enough to prevent the flickering, even in cockpit view .
Also, by the way, there is a new "OnTop" tdf value for things like this. Let's say you had a line sitting .01m above the track. For the line's surface property you could give OnTop=-0.01 and that would effectively eliminate any offset or bump caused by the raised line geo....