Mirror Flickering

Discussion in 'Modding' started by dradecki, Jul 25, 2013.

  1. dradecki

    dradecki Registered

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    View attachment 8886

    Hopefully there is someone who has some insight. I cannot remove the black flickering from the side mirrors. I looked at the material and shading and it matches up to the cars that work fine, but for some reason the mirrors have a blacken texture that I didn't put there.
     
  2. PetraGTC

    PetraGTC Registered

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    it seems like an gmt collision. mirrors.gmt are in the same place as the mirror background on the chassis.
     
  3. dradecki

    dradecki Registered

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    Not sure how where the collision is. The gmt that they are a part of is a single cockpit object.
     
  4. PetraGTC

    PetraGTC Registered

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    yes, but the mirror background (not the rendered mirror itself, but the background of it), are also on the carbody. check if the background are ONLY on the carbody, and not in the cpit mesh.
     
  5. redapg

    redapg Registered

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    Another reason can be the following:

    Take all the Parts out of the *.gen file which are listed in the first section before the "Cockpit"-section begins (here is an example of the rtrainer:

    Instance=SLOT<ID>
    {
    Moveable=True
    //------------------------------------MAX CAR SETTINGS---------------------------------------------
    <MAX> MeshFile=rter_body_max.gmt CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(15.0) ShadowCaster=(True, Solid)
    <MAX> MeshFile=rter_body_high.gmt CollTarget=False HATTarget=False LODIn=(15.0) LODOut=(40.0) ShadowCaster=(True, Solid)
    <MAX> MeshFile=rter_body_med.gmt CollTarget=False HATTarget=False LODIn=(40.0) LODOut=(100.0) ShadowCaster=(True, Solid)
    <MAX> MeshFile=rter_body_low.gmt CollTarget=False HATTarget=False LODIn=(100.0) LODOut=(500.0) Reflect=NoLOD
    //------------------------------------HIGH CAR SETTINGS--------------------------------------------
    <HIGH> MeshFile=rter_body_max.gmt CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(10.0) ShadowCaster=(True, Solid)
    <HIGH> MeshFile=rter_body_high.gmt CollTarget=False HATTarget=False LODIn=(10.0) LODOut=(30.0) ShadowCaster=(True, Solid)
    <HIGH> MeshFile=rter_body_med.gmt CollTarget=False HATTarget=False LODIn=(30.0) LODOut=(70.0) ShadowCaster=(True, Solid)
    <HIGH> MeshFile=rter_body_low.gmt CollTarget=False HATTarget=False LODIn=(70.0) LODOut=(500.0) Reflect=NoLOD
    //------------------------------------MED CAR SETTINGS---------------------------------------------
    <MED> MeshFile=rter_body_high.gmt CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(17.0) ShadowCaster=(True, Solid)
    <MED> MeshFile=rter_body_med.gmt CollTarget=False HATTarget=False LODIn=(17.0) LODOut=(50.0) ShadowCaster=(True, Solid)
    <MED> MeshFile=rter_body_low.gmt CollTarget=False HATTarget=False LODIn=(50.0) LODOut=(500.0) Reflect=NoLOD
    //------------------------------------LOW CAR SETTINGS---------------------------------------------
    <LOW> MeshFile=rter_body_high.gmt CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(5.0) ShadowCaster=(True, Solid)
    <LOW> MeshFile=rter_body_med.gmt CollTarget=False HATTarget=False LODIn=(5.0) LODOut=(10.0) ShadowCaster=(True, Solid)
    <LOW> MeshFile=rter_body_low.gmt CollTarget=False HATTarget=False LODIn=(10.0) LODOut=(500.0) Reflect=NoLOD
    //------------------------------------SHADOW AND COLLISION OBJECTS---------------------------------
    MeshFile=rter_coll.gmt Render=False CollTarget=True HATTarget=False LODIn=(0.0) LODOut=(200.0)
    MeshFile=rter_undershadows.gmt CollTarget=False HATTarget=False AmbientObject=(True,Texture)

    Actor=VEHICLE

    Instance=COCKPIT
    {


    and look if one of the parts has the polys of the mirror at exactly the same position like the one in the "Cockpit"-section.
    If it is like that, take these parts out of the first section and put them after the "Cockpit"-section.
    That should solve the problem.
     

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