KDStudios Posted December 30, 2014 Share Posted December 30, 2014 I'm part of the problem it seems. So basically I followed a Sketchup to FNV tutorial by the glorious Interfer0 (http://www.nexusmods.com/newvegas/mods/36694) After following a few Blender tutorials I was well on my way to adding pretty much any model I desired to Fallout 3/NV. I could edit a model in Sketchup, export it, then add the collision in Blender and it would add to the GECK with no fuss at all. ... But I done goofed up somewhere. Basically most of the models I've added look great but have a really weird flickering and glowing issue. http://i.imgur.com/kRX7XUB.jpg The flickering is very similar to the flickering you see when a model is right on another model and they're conflicting (try putting two floors of a room on eachother and you will understand what I mean). However there's literally nothing I can do to the models to fix that because the walls are one and the same. The glowing... I haven't got a clue where that came from because absolutely nothing is set to glow in the model. I've checked Nifskope and sure enough, none of it is meant to glow. Ever :blink: http://i.imgur.com/wNtAgLA.jpg I am an absolute novice when it comes to modelling so any jiggery pokery in Blender is pretty much impossible. But any input from anyone who knows what they're doing would be fantastic. Ps. I know it's a mess, but it works right? Right? :D Here is an example model with the issue: http://www.mediafire.com/download/b6m4kua5gm2pr9w/ Don't worry, the file is clean, it keeps coming up with "upload failed" on here and when I tried the advanced uploader it said I've exceeded your allotted disk space... Whatever... So here's a Mediafire link and I'll try uploading it as an attachment later. Link to comment Share on other sites More sharing options...
prensa Posted December 30, 2014 Share Posted December 30, 2014 (edited) KDStudios - Hello! I'm pretty new to Blender too, just got into it at the beginning of this year. :smile:"The flickering is very similar to the flickering you see when a model is right on another model and they're conflicting"You've hit the nail on the head, that's essentially the problem with your model.The flickering occurs when two faces occupy the same or almost same place as each other.The game engine renders both at the same time causing the flickering effect, as you say this happens in GECK if you place a mesh over another.It also happens within a model if faces are too close or right on top of each other, which is the problem with your model.If you look in Blender at your model you can see you've got a separate part for the exterior of the building & another for the interior.That's fine, actually makes it easier to work on but both the exterior & interior pieces have faces on both sides. Those faces are pressed against each other too compounding the problem.On top of that you've got a NiStencilProperty attached to the exterior (NiTriStrips Tri .021), a NiStencilProperty is used to draw the back of faces as well as the front so you don't need two faces. It's a handy way to fill in bits of models if they are viewed from both directions but here you've already got unnecessary faces back & front so the NiStencilProperty's just drawing more unneeded faces. Sort of like wearing belt & braces. :DRemove the NiStencilProrperty in Nifskope.In Blender you need to remove the un-needed faces. In Object mode you can select the exterior only & select Object - Show/Hide Object - Hide Deselected so that only the exterior shows.Now in Edit Mode remove the faces that are viewable inside. You can select a face on a wall & go to Select - Linked Flat Faces & it will select the whole wall, it's a quicker way than selecting each face individually. Use Delete - faces to remove them.Back in Object mode, Object - Show/Hide Object - Show Hidden will make the hidden parts show up again.Do the same for the exterior of your cabin & any other part with flickering.You may end up with some faces that are pointing the wrong way, fix this by selecting the face & either ctrl & N or ctrl shift & N to Recaculate the normals to point in or out as needed.I've done a quick fix for the cabin only to demonstrate. Note when you look at my version in Blender & hide the interior that the exterior walls are not visible when viewed from inside.It's a bit fiddly at first but once you get the hang of it it does not take too long & your model should be flicker free. :smile:Also, when I loaded your model in mini GECK (right click on model - Open With - GECK), I got an error that your textures have no MipMaps.MipMaps are needed for optimisation of objects when viewed from a distance, you need to have MipMaps enabled when you save your Textures.I quickly generated MipMaps for the included textures by loading them into DXTNmp & re-saving (you'll note the size of these textures is slightly larger now).Obviously it's best to use your master textures & save them with MipMaps anew so as not to lose quality from re-compressing already compressed images. I just did it for ease of use my end & as an example. http://www.mediafire.com/download/ru3xvn0ildcs6lv/BuildingProblem+Tidy.7zHope this helps!Prensa Edited December 31, 2014 by prensa Link to comment Share on other sites More sharing options...
KDStudios Posted December 30, 2014 Author Share Posted December 30, 2014 Blimey, I figured they were a mess but I didn't realise how bad until now. That's a lot of really useful information and very well explained. It would appear I need to figure something out when exporting the models from Sketchup, because the method I was using is clearly causing a lot of problems. But at least with your explanations I can look into fixing them in Blender. Your fixed model is absolutely superb, hopefully I'll be able to apply what I've learned to make the other models at least half as good. Yeah, Blender is quite fiddly at first, it used to take me ages to make even a basic collision. But now I find myself doing it in no time (trust me, the collisions used to look a lot worse heh). So I just need to sink some time into it and get the hang of it. Many thanks Prensa. I really appreciate what you've said and done here. :D Link to comment Share on other sites More sharing options...
prensa Posted December 31, 2014 Share Posted December 31, 2014 KDStudios - Hello!"That's a lot of really useful information and very well explained."Thank-you kindly!"Your fixed model is absolutely superb, hopefully I'll be able to apply what I've learned to make the other models at least half as good."You've done all the hard work, I just did a tidy. :) Your houses look really neat, I've not yet made a building in Blender."Yeah, Blender is quite fiddly at first, it used to take me ages to make even a basic collision. But now I find myself doing it in no time (trust me, the collisions used to look a lot worse heh). So I just need to sink some time into it and get the hang of it."Blender took me several attempts to crack. Tried again early this year & it finally clicked.Definitely worth the effort though as it's so much fun to be able to make objects to place in game. :)"Many thanks Prensa. I really appreciate what you've said and done here."You're very welcome, I'm happy to have been of help! :)Prensa Link to comment Share on other sites More sharing options...
Recommended Posts