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densityMapHeightTypes tip on ground texture flicker

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CategoryFarming Simulator 19
Created09.12.2020 00:36


Mike Firment (mike1000195) 09.12.2020 00:36
Hello,

my tip on ground texture is having this weird flicker / mis-texture thing going on. i checked the log, and for the diffuse and normal textures, its running the error that the dont match the image properties of the other layers. for the distance texture, its saying it must have the same properties as the other textures. im not sure what it means by this, as with other research that ive done, ive found that the diffuse texture must be 512x512, with the DXT5 format type. the normal should also be 512x512, but formatted as DXT1. the distance texture should be 256x256, also formatted as DXT1. im not sure what im doing wrong, ive checked the file types multiple times now and it keeps throwing the error.

any recommendation would he helpful.

thanks,
Mike

Mike Firment (mike1000195) 09.12.2020 01:22
im pulling my hair out at this.

i pull out some random textures from the game directory (specifically all the required files for straw), and replace the textures im trying to add in with those ones. it works perfectly fine. then i overwrite those textures with my own (with the presumed valid formatting types), and it breaks again.

i wish there was a program that could tell you what format type a picture was formatted in so i could copy the settings from the original files, but there is no way for me to know what format type the original files were formatted in so i can get the right settings.

the only thing im seeing is a forum from the fs17 category that states those file types that i need. ill keep researching but im not sure what else i can dig up.

Bilbo Beutlin (BBeutlin) 09.12.2020 02:43
Some DDS exporters don't work very good for the FS.
Try with the "paint.net" DDS output. This is always accepted.

Mike Firment (mike1000195) 09.12.2020 02:55
i use paint.net natively for everything related to picture editing. i am saving it with the .dds output and with DXT1 for my normal map.

i got it working somehow, i dont really know what i did though.

by "DDS output" do you mean just saving it as a .dds? i have been doing that but im not really sure why it hasn't been working.

is there any other settings i need to worry about?

(also, are normal maps supposed to be DXT1? they seem to work in game when i just used blender to make a better normal map for the diffuse texture, but the lighting doesnt seem to like it very much when its tipped on ground. its always sort of "dark", and when i shine my flashlight on it, its only darkest closest to me and lighter on the opposite sides of the pile. hopefully i worded that alright

Mike

Mike Firment (mike1000195) 09.12.2020 03:00
should i be generating mip maps for all of these images?

edit: so i generated the images (diffuse and normal, not distance) with mip maps and everything does seem to be working okay now. the texture colors are pretty similar and im not getting any major lighting issues with the grain piles.

in short: 1) i have no idea what i did to fix the issue from the start, and im still not really sure where i went wrong with the file format types yet, and 2) should i *actually* be using mip maps when saving the images? it fixed the weird shading issue thing that was happening, but i dont know if that was supposed to be an actual fix for it or not.

Bilbo Beutlin (BBeutlin) 09.12.2020 03:58
For normal and specular textures use DXT1 always.
For diffuse use DXT1/DXT5 depending on alpha channel is present (and used).
Mipmaps should be generated for wrapped textures which are displayed in very different scale, zoomfactor, LOD (level of detail).

Anyway: always go sure the gfx size (width/height) corresponds to 2^n.

Mike Firment (mike1000195) 09.12.2020 04:09
alright thanks. (does 2 to the n'th power correspond to the diffuse/normal vs the distance textures? (i.e. diffuse/normal 512x, distance 256x? or does it mean the h and w have to match (i.e. 512x512)))

another issue that has been happening has been the chopper particles out of the back of the harvester. i got it imported and working okay, but there is this weird shader issue thats happening. the smoke and the chopper particles that come out of the back of the harvester are both being spawned at the same time as each other. but it seems that the smoke sometimes just "unfocuses" and flickers/changes focus to the chopper particles, and vise versa. the smoke becomes less appearent for a fraction of a second, and the chopper particles become less diffused and unusually clear and saturated with color (via the smoke becoming less appearent).

im using the default giants smoke emitter particle emission settings, so it shouldnt be anything wrong with that (to my knowledge).

any pointers?

Bilbo Beutlin (BBeutlin) 09.12.2020 06:26
General textures don't need to be in square format.
But for any ground 'painting' it is recommanded, since the ground is divided into tiles, in a quadratic raster.

Flickering of textures appears often, if different shapes/textures are on the same position. Then the gfx engine doesn't know what to render in foreground. Move one shape a little bit (a few mm) and flickering should disappear.

Mike Firment (mike1000195) 17.12.2020 08:55
hey bilbo

coming back to this after working on some other stuff and was referencing what you said in this post to try and fix that texture flicker for the particle positions.

i went into GE for the effect material holder and the particle material holder to change the translation on some of the smoke effects, but it doesnt seem to be doing anything in game.

pointers?

thanks,
Mike

Bilbo Beutlin (BBeutlin) 17.12.2020 13:59
Changing material holders will have no great effect. These are merely 'dummies' to insert a certain fillType into the material.
You must look for the effect shapes or emitters in the respective vehicle.i3d.

Mike Firment (mike1000195) 17.12.2020 21:33
thanks for the reply, but i think that may be a problem since its a giants default combine, it only happens when i use my crop type that i added into my mod map. the regular particle animations for the combine work fine on all the other crop types except for the one that i added. the smoke almost seems to pop in and out / flicker between what is visible and is able to receive shadows, and then it will flicker behind the "foreground" if you will and fight the chopper particle animation for who gets to be displayed.

Bilbo Beutlin (BBeutlin) 18.12.2020 01:09
I could imagine, it has something to do with a new, added materialHolder. Then the engine switches forward and back default/custom materialHolder.
Should work better if you have one materialHolder only as replacement for the default, where you have added already the custom fillType.

Mike Firment (mike1000195) 18.12.2020 05:06
i only have one materialHolder and of course a particleHolder. are you saying they are conflicting with the default materialHolder that is loaded in-game? all of the default resources that are automatically loaded in game are not in the 3rd party materialHolder that is included with my crop. only the crop resources that it needs to add to the game are included in the materialHolder to avoid any conflictions.

could it be referencing two different shaders? (i.e. in particleHolder, it references the $data shaders, but in the effectHolder it references one that has been copied and pasted, included with the crop). should i switch the custom one over to the $data game files one to avoid confliction that way also?

EDIT: so i went and looked at my particleHolder and effectHolder again, and it turns out all of those are actually referenced to a secondary included shader file. should those all be changed to the default giants directory shaders with $data?

Mike Firment (mike1000195) 18.12.2020 08:10
it only does it when harvesting my added crop type. it works fine for all the default crops. could it also be that i changed the color of the chopper effect and the smoke to represent my crop type better?

Mike Firment (mike1000195) 19.12.2020 23:09
bump

Mike Firment (mike1000195) 23.12.2020 01:16
bump


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