Black flickering on textures

Black flickering on textures

Re: Black flickering on textures Posted by sabscommander on Thu Mar 26th 2009 at 6:29am
sabscommander
2 posts
Posted 2009-03-26 6:29am
2 posts 0 snarkmarks Registered: Mar 25th 2009
No leaks, lighting okay. But, when I put prefabs like a chair with a table then when in-game I aim at a certain place with the prefabs on the way the walls and ceilings flickers black.
What's the problem?
Re: Black flickering on textures Posted by Riven on Thu Mar 26th 2009 at 7:20am
Riven
1640 posts
Posted 2009-03-26 7:20am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
First of all, this sounds like a common HL2 error. Is this for HL or HL2?

-If it is indeed for HL2, then the problem is the textures you chose to apply to the walls and ceiling. if the texture has the words: 'model' or 'prop' in its name or file path, then you most likely are using model textures for world brushes which only causes problems, because models use 'vertexlitgeneric' while brushes use lightmaps for lighting.

If this indeed is the error, then I would post a link to another thread where the problem was answered before. (But I can't find one atm.)

Solution: simply replace any textures that are blinking with any texture from hammer that doesn't have the word prop or model in its name or filepath.
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Re: Black flickering on textures Posted by sabscommander on Thu Mar 26th 2009 at 7:23am
sabscommander
2 posts
Posted 2009-03-26 7:23am
2 posts 0 snarkmarks Registered: Mar 25th 2009
It's in Half-Life 1.
Re: Black flickering on textures Posted by Le Chief on Fri Mar 27th 2009 at 5:37am
Le Chief
2605 posts
Posted 2009-03-27 5:37am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Does indeed sound like a Source engine error.

Oh well, I know you said prefab but are those tables and chairs your putting into the level models? I can't really remember any black flickering errors on bsp geometry in GoldSource. Unless your using a switchable texture, for some reason, a narrow array of textures (mainly that aren't used anyway) are switchable and appear as if there is a florescent light in the room, causing the textures to flicker darker and lighter. These textures where probably early textures made back when GoldSource didn't have any light entities.

Just try re-texturing that surface with say a concrete texture and see if it still does it.
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