Emperor Turnip 45 Posted December 28, 2017 So I've been working on a custom animated lightsaber .tga set. I have tried both 128x2048 and 512x512 resolutions, yet the texture in game just flickers. If I reduce the 2048 to 1024 or 512 it just causes the image to flicker faster. All frames are filled. What could be causing this error?My .txi contents are as follows proceduretype cycle defaultwidth 2048 defaultheight 128 numx 16 numy 1 fps 60 blending additive decal 1 Quote Share this post Link to post Share on other sites
Malkior 476 Posted December 28, 2017 So I've been working on a custom animated lightsaber .tga set. I have tried both 128x2048 and 512x512 resolutions, yet the texture in game just flickers. If I reduce the 2048 to 1024 or 512 it just causes the image to flicker faster. All frames are filled. What could be causing this error? My .txi contents are as follows Try changing the fps in the TXI. It's currently set to change frames 60 times every second, which is basically a visible flicker to the naked eye. Quote Share this post Link to post Share on other sites
Emperor Turnip 45 Posted December 28, 2017 I have also tried 16 fps, and had that just made it flicker slowly. By flicker I mean, on for .5 sec off for .5 sec. Very visible, perhaps flicker wasn't the best choice of words. It's more on off on off on off than like blink speed. Quote Share this post Link to post Share on other sites
Emperor Turnip 45 Posted December 28, 2017 At 6fps it's on for .5sec and off for 3 sec. Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted December 28, 2017 Post your image. Quote Share this post Link to post Share on other sites
Kexikus 994 Posted December 28, 2017 Maybe use a square texture instead? 512x512 with 4x4 frames. Not sure why that would be better, but I feel like it's something that KotOR would like. Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted December 28, 2017 As long as it's power of 2, it will work fine (assuming it is set up correctly). Resolution is probably the bigger issue. The game can start to choke on large animated textures. Quote Share this post Link to post Share on other sites
Emperor Turnip 45 Posted December 28, 2017 I'll try the 512×512 again later today, and will post an image. It looks almost like the blocks defined in the .txi don't line up with the frames from the texture when rendered. As if they're smaller than 128 or something, and it's just showing the empty space in between due to an offset. (They're precisely aligned in each frame in the tga.) Quote Share this post Link to post Share on other sites
Emperor Turnip 45 Posted December 29, 2017 Here is a link to the images https://imgur.com/a/5k4eo showing how its not drawing the full texture on the frames it does render, and is completely blank on the rest. A jpeg conversion of the texture is below. proceduretype cycle defaultwidth 128 defaultheight 128 numx 4 numy 4 fps 16 blending additive decal 1 That is the .txi settting I had for the rendered image. I've tired everything from shrinking the 128x128 to make up for offset, changing cycle to loop (just made one side solid other not render) and decal as 0 or 1 made no difference. Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted December 29, 2017 Can't tell because you supplied a JPG, but is the alpha of your original image also correctly set up for 16 frames? I'm guessing probably not. Quote Share this post Link to post Share on other sites
Emperor Turnip 45 Posted December 29, 2017 Can't tell because you supplied a JPG, but is the alpha of your original image also correctly set up for 16 frames? I'm guessing probably not I'm not even aware of how to properly do so. Since I haven't even touched that channel, you may have just straight up guessed it. How can I send a .tga? Quote Share this post Link to post Share on other sites
DarthParametric 3,777 Posted December 29, 2017 Put it in an archive (zip or 7z) and attach it to the post. Quote Share this post Link to post Share on other sites
Emperor Turnip 45 Posted December 29, 2017 It worked! My alpha channel was a 128x128 white box in the middle of a 512x512 black one. So it only rendered the corners of each frame on the white. Wooooooooow, noob mistake xD Thanks very much! Now I can go ahead with my HQ Animated LS mod Too bad I cant model, cuz I'd love to make the chaotic style blade that cross guard sabers have. Fixed! https://imgur.com/b8606bV Quote Share this post Link to post Share on other sites