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Author Topic: quartz.d grainy flickerish texture while moving [RESOLVED]  (Read 4718 times)

AWW_boss

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Hi! I guess in order to see what i'm talking about here you'll have to watch this video in HD and fullscreen.
Focus on the gray texture on the left which represents the slope of the mountain. You should be able to notice that while the zeppelin is moving it becomes all grainy and flickerish. I haven't noticed this before the update, so just wanted to check if it is me or you.

https://youtu.be/J2mD69zEPHY

« Last Edit: May 04, 15, 02:46:03 PM by AWW_boss »
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Amanda_Brooks

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Re: quartz.d grainy flickerish texture while moving
« Reply #1 on: Apr 25, 15, 06:32:49 AM »

We've noticed that some of our textures also have a similar look when viewed from a distance after the Quartz.d update.
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ToY-Krun

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Re: quartz.d grainy flickerish texture while moving
« Reply #2 on: Apr 25, 15, 04:29:21 PM »

after adding mipmaps to our textures the graininess (word??) went away.  In fact, they looked better now.

Amanda_Brooks

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Re: quartz.d grainy flickerish texture while moving
« Reply #3 on: Apr 25, 15, 04:35:48 PM »

Aren't mipmaps generated automatically when converting files to the DDS format?
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ToY-Krun

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Re: quartz.d grainy flickerish texture while moving
« Reply #4 on: Apr 25, 15, 04:39:03 PM »

not if the check box isnt ticked.  you can check by loading the texture , and tick the load mipmaps box.(if using Gimp)
Also seems to require dxt3 files now.  we had alot of dxt1 files before converting them.  seemed to be alot of errors to that effect.

This did solve all the grainy effect in our areas .   perhaps there are other causes.


*Edit*
This included normal maps.  We also had to add mipmaps to those as well, otherwise we had the same effect.
« Last Edit: Apr 25, 15, 04:41:59 PM by ToY-Krun »
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Amanda_Brooks

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Re: quartz.d grainy flickerish texture while moving
« Reply #5 on: Apr 25, 15, 06:37:54 PM »

Did you do a full re-export of the meshes too, or just the textures?
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ToY-Krun

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Re: quartz.d grainy flickerish texture while moving
« Reply #6 on: Apr 25, 15, 06:49:49 PM »

just textures, since we didnt change the materials, just the texture itself.
Not sure if it makes a difference but I believe he used the default number of mipmaps generated by gimp as well.
I know I've seen that some people prefer less mipmaps than the default gives.

I also noticed a slight increase in Frame Rate as the new textures were uploaded , not sure why other than perhaps the old ones were causing issues that we weren't aware of with the new update.

Hope that helps.

One more thing, to be a bit more to the point:
we opened up the textures in gimp, hit export, ensured "Generate MipMaps" was ticked, selected DXT3 format, and export.
Uploaded the new texture and wahlah, no more grain for that particular texture.

Hopefully its that simple for you.  (granted we have alot more textures to re-export still as we want to ensure they're all compatible with the new format requirements)
« Last Edit: Apr 25, 15, 06:52:38 PM by ToY-Krun »
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Amanda_Brooks

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Re: quartz.d grainy flickerish texture while moving
« Reply #7 on: Apr 25, 15, 07:00:06 PM »

Were the textures that you compressed standard ones, without any alpha mode in use, or did any of them use gradient, mask,  displace or glow mask settings?
Also, according to the HE wiki, DXT1 and DXT5 are the only compression formats that they mention to use - and the quartz.d patch notes don't mention DXT3.
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ToY-Krun

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Re: quartz.d grainy flickerish texture while moving
« Reply #8 on: Apr 25, 15, 07:28:23 PM »

as I say, I'm not sure on the new requirements, only going by errors like this one:

07:04:03: ERROR:System:Invalid texture format. Currently only DXT3 and A8R8G8B8 textures are supported. Texture Name:"manyFileNames".dds  Format: 827611204

The textures have been standard so far, terrain textures/buildings etc.
I havent noticed the grainy effect on objects using gradient/mask etc textures.
But as we did not change the materials, we had no need to reexport the mesh(and thereby update the material)

On the textures with masks etc, I can't vouch for until i can get back into the server.

All of our terrain textures were dxt1, converting them to dxt3 and adding the mipmaps got rid of the grain.

You might also open Render Options and look under the debug section at the bottom and tick the Bucket Info box and see if there are any errors there.(Look in the Console panel)

I noticed we had alot of errors  in there.

Like this:

Code: [Select]
07:04:04: SYSTEM:System:SetTexture: [DiffuseMap] to [/character/krmoo3/maps/head1.dds]
07:04:04: SYSTEM:System:SetTexture: ERROR TEXTURE
07:04:04: SYSTEM:System:SetTexture: [NormalMap] to [/blanknormalmap]
07:04:04: SYSTEM:System:SetTexture: [MipReferenceMap] to [/render/shadertextures/mipreference.dds]
07:04:04: SYSTEM:System:SetTexture: [DiffuseMap] to [/character/dds textures/body.dds]
07:04:04: SYSTEM:System:SetTexture: ERROR TEXTURE
07:04:04: SYSTEM:System:SetTexture: [NormalMap] to [/blanknormalmap]
07:04:04: SYSTEM:System:SetTexture: [MipReferenceMap] to [/render/shadertextures/mipreference.dds]
07:04:04: SYSTEM:System:SetTexture: [DiffuseMap] to [/world/livecontent/buildings/dds/cavebuilder/cavesections/cavefloor_cb_01_kr01.dds]
07:04:04: SYSTEM:System:SetTexture: ERROR TEXTURE
07:04:04: SYSTEM:System:SetTexture: [NormalMap] to [/world/livecontent/buildings/dds/cavebuilder/cavesections/cavefloor_cb_01_kr01_n.dds]
07:04:04: SYSTEM:System:SetTexture: [MipReferenceMap] to [/render/shadertextures/mipreference.dds]
07:04:04: SYSTEM:System:SetTexture: [DiffuseMap] to [/world/livecontent/buildings/dds/docks/wooden_dock_kr01.dds]
07:04:04: SYSTEM:System:SetTexture: ERROR TEXTURE


Many of these disappeared after we changes a number of the textures as mentioned, however I don't know if it was the format, or missing mipmaps causing it (or either one for that matter).  Was working on this before we started having login issues.

ToY-Krun

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Re: quartz.d grainy flickerish texture while moving
« Reply #9 on: Apr 25, 15, 07:33:28 PM »

Meant to say, I just happened to have had those errors in an open Notepad++ document that i hadnt closed since two days ago....

Other than that I Can't really point to anything else.

I can say the console was spamming alot of those dxt3 errors.

Try this, I recall if have some of the editor panels open on the left side of the screen, if you mouse over the sliders,
it will likely spam that error in your console(does on mine) as the texture for the slider isnt dxt3.

Maybe it only applies to masks, no idea yet, but i'm pretty certain we had the error on textures that weren't masks/being used for GUI.

FI-ScottZ

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Re: quartz.d grainy flickerish texture while moving
« Reply #10 on: Apr 26, 15, 09:49:21 AM »

My understanding is that DXT3 compression is required for dds images used as gui control texures. That is what that error message is about.  Although you could also just use PNG images for GUIs since GUIs controls do need DDS's support for mipmaps. 

But images for model materials need to be either DXT1 or DXT5 compression.
« Last Edit: Apr 26, 15, 09:53:06 AM by FI-ScottZ »
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Scott Zarnke
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Amanda_Brooks

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Re: quartz.d grainy flickerish texture while moving
« Reply #11 on: Apr 26, 15, 01:59:35 PM »

So this is likely to be a bug then?
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ToY-Krun

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Re: quartz.d grainy flickerish texture while moving
« Reply #12 on: Apr 26, 15, 02:30:52 PM »

ignoring any concern about dxt3 format, if you're getting grainy looking textures, check their mipmaps.

seems we got away from the initial question somewhere.  Converting some of our terrain textures to dxt3 got rid of those errors I posted(which pointed to those particular textures).  The Mipmaps are the only thing I can say did definitely, without a doubt, for sure, get rid of the grain.

AWW_boss

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Re: quartz.d grainy flickerish texture while moving
« Reply #13 on: May 04, 15, 11:36:43 AM »

Hi!
What's up with this potential issue? We never got any closure on this...
Best regards
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HE-HERB

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Re: quartz.d grainy flickerish texture while moving
« Reply #14 on: May 04, 15, 12:04:37 PM »

Have you verified that you have MIPmaps on all your terrain textures?  And, that normal map sizes match the texture sizes?


There was an intermittent bug in the texture filtering which will be fixed in Quartz.e.  It's always possible that's the problem, but it's unclear and unlikely.

Cheers

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