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Sprite prop flickering?

  • Wesley Tack
  • January 15, 2010 at 7:17 PM
  • Wesley Tack
    • January 15, 2010 at 7:17 PM
    • #1

    Hi,

    Wanted to ask the opinion of you mapcore ladies on this last issue I'm having on this level..

    What happens is light props behind a sprite flicker when viewed from certain angles and I also tried

    moving the sprite further away as mentioned on the Valve wiki page, but that didn't help. Also the

    props behind a sprite become fully visible at some angles and then go back behind the sprite which

    is very obvious and looks kinda bad... I wonder if you can do something against this (but I highly doubt it).

    Still I hope maybe there is something to do about this... HELP! Here is an image of how I have it set up

    in HAMMER and you can see on the right from different angles the changes the light prop has.

    [Blocked Image: http://www.wesleytack.com/upload/sprite_flicker.jpg]

    Thanks in advance!

  • Steppenwolf
    • January 15, 2010 at 7:43 PM
    • #2

    Have you tried to mess with the render modes?

    http://%7boption%7d

  • Wesley Tack
    • January 15, 2010 at 8:02 PM
    • #3

    I have not! Looks like that might do the trick, will do some tests later tonight, thx man!

  • Wesley Tack
    • January 15, 2010 at 11:54 PM
    • #4

    So, as it turns out I did do these tests on sprites a while back, and as then today the same problem occurred constantly, I tried all render models on the sprite and they all flicker.

    I thought what you said would be an options for the prop behind the sprite (but props don't have render mode). What I did find out when you compile the map in cordon you don't get that?

    Does this mean anything? I don't know.. for now I'll leave it as it is I suppose...

  • insta
    • January 16, 2010 at 10:15 AM
    • #5

    Have you tried increasing the Size of Glow Proxy Geometry on the env_sprite? It defaults to 2, change it to like 8 (bigger than the size of the light prop) and it should always be visible.

  • Wesley Tack
    • January 16, 2010 at 12:11 PM
    • #6

    yea I did that, I use 8 for the small wall light props (the single cage one) and 16 for the fluorescent ones, I remember even using something ridiculous like 64 or 256 and even that didn't work.

  • Seldoon182
    • January 16, 2010 at 9:22 PM
    • #7

    Did you try to target your model with a info_lighting ? Hope that's help. Cheer.

  • JeanPaul
    • January 16, 2010 at 10:28 PM
    • #8

    sprite - render mode - world space glow

  • Wesley Tack
    • January 16, 2010 at 11:52 PM
    • #9
    Quote from Seldoon182

    Did you try to target your model with a info_lighting ? Hope that's help. Cheer.

    info_lighting doesn't work when you use -StaticPropLighting, and info_lighting won't fix the problem

    Quote from JeanPaul

    sprite - render mode - world space glow

    they are all already like this, and I tried the other render modes as well.

    Like I said in my initial post, I tried most of the known possible ways to solve it, spent hours trying different things, I even tried prop_multiplayer where you can set render modes on props as well and that also didn't fix it.

    Anyway, I'm calling the level done and I'm not gonna fix this issue for the time being as it seems it wont be possible. Also, it's only apparent when you stop and try and find the exact angle when it starts to flicker, when people will be playing the game they will be in constant movement and combat, so for someone to really notice it it will be rare, so I'm just gonna leave it, it's a small issue, but I was hoping to fix it as I finished this level today. thanks for the help

  • JeanPaul
    • January 17, 2010 at 12:38 AM
    • #10

    probably the spite you are using

  • Wesley Tack
    • January 17, 2010 at 1:29 AM
    • #11

    This is what I use: materials/Sprites/light_glow03.spr

    Which one is more commonly used? And does work for sure?

  • JeanPaul
    • January 17, 2010 at 2:13 AM
    • #12

    Well I know that one works. Post your settings for the sprite, maybe I can notice a problem.

  • Wesley Tack
    • January 17, 2010 at 8:45 AM
    • #13

    Flag settings:

    start on (unchecked)

    play once (unchecked)

    Sprite settings:

    [Blocked Image: http://www.wesleytack.com/upload/sprite_settings.jpg]

  • ShockaPop
    • January 17, 2010 at 9:11 AM
    • #14

    I have the framerate set to 10.0 on every sprite I have.

    It may not help at all, I dunno.

  • aaron_da_killa
    • January 18, 2010 at 10:58 AM
    • #15

    Is the sprite entity too close to the model entity?

  • Skjalg
    • January 18, 2010 at 11:52 AM
    • #16

    Ive found that if entities (sprites, lights) are too close to a model (within its bounds) it bugs out.

  • Pampers
    • January 18, 2010 at 12:15 PM
    • #17

    is thats what Size of Glow Proxy Geometry is supposed to prevent?

  • Wesley Tack
    • September 13, 2010 at 9:13 AM
    • #18

    Well I had this issue again, last time I posted it it was for Russia, then I couldn't figure out why it was doing this but today I found out why... I was tweaking and setting up the collisions on small objects and fade distances for performance and such, after I done that suddenly all my sprites started to flicker again, so I knew it had to do with a recent change I made. As it turns out it were the fade distances that caused this. So don't set fade distances to any of your light props I assume with a sprite on it (which sucks cause you can save a lot on those to fade out).

    http://developer.valvesoftware.com/wiki/Sprites

    I updates the wiki page as well, not sure if this should be mailed to Valve and to whom so they can fix it perhaps...

  • m8nkey
    • September 15, 2010 at 12:32 AM
    • #19

    thanks for providing your solution Wesley

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