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Raymond7cn

Maybe a z-fighting Issue

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Dear All, 

I don't know if I published this post in a right place, Recently I want some cobblestones, So I try to modify HBS's White Sand with GoFSH and reader and Photoshop, Then I found that when those lots overlap each other, There are some glitches appeared around the overlap area. I think maybe you can see them with the second screen-shot below.

Just a sudden and random thought. I guess it's a z-fighting problem, since I remembered some posts had mentioned that before, so I want to change my game from hardware render to software render for a test. Then I don't know why,  I just couldn't swith to software mode.

Then I try to modify the PEG-PPond Tahoe's water, I just only changed the water's color, Then still the same thing happened in PPond water, so I have a question, If it's a z-fighting issue, why there is nothing wrong with the original lots. Or there were some thing wrong I just couldn't recognized them with eyes. Or maybe it means I should tweak some settings of the S3D's Mats tab, such as 'Flags, Alpha, Depth, Src Blend, Desc etc'.

If It isn't a z-fighting problem, Then I will try to learn from Peg or HBS's lot to create a whole new one. As always, Thanks for any help or tips you can provide! Thank you!

Sincerely,

-- Raymond

 

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    Hello Everybody, I think maybe I got something now, by using the Photoshop zoom in the screen-shot, I found that not only my cobblestones had that problem, The SFBT_RFR_PLOP_water and ppond_tahoe_water_1 1/4 and other which overlapping in the same level lot had the same problem, The SFBT_RFR_PLOP_water is very obvious, the ppond not very obvious only when I zoom in with Photoshop or overlapped with other lot's Textures. The lines can be seen on the overlapping area.  so by now I assume that I can only deal with it with two ways.

    1) change the hardware environment such as driver or my nvidia settings or the dgvoodoo wrapper I used.(Frankly I still have no idea if it is a z-fighting issue.)

    2) Create a cobblestone lot which can't overlap with each other, Or make a smart FSH texture which can hardly recognize the lines even they overlapped.

    Of course as well I can ignore this problem first, since it is not very obvious even with a CJ. After all I need to focus on the studying of Modeling right now.

    Thanks for anyone who concern at my topic. I'm sorry to have bothered you.

    Sincerely,

    -- Raymond

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    What is impossible with men is possible with God…!

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    On 01/01/2020 at 5:30 PM, Raymond7cn said:

    1) change the hardware environment such as driver or my nvidia settings or the dgvoodoo wrapper I used.(Frankly I still have no idea if it is a z-fighting issue.)

    I'm not sure this is possible, unless your hardware itself was able to support the older method DirectX used to use for handling z-fighting. These issues came about due to changes in DirectX and around the same time newer GPUs were made differently to fully support the new implementation. I don't think this can be resolved at the software level (i.e. drivers).

    On 01/01/2020 at 5:30 PM, Raymond7cn said:

    2) Create a cobblestone lot which can't overlap with each other, Or make a smart FSH texture which can hardly recognize the lines even they overlapped.

    Interestingly, I think this might be why you don't see the issue so much with Heblem's sand. Due to the way the textures are made, any minor overlapping sort of blends into the whole. But this issue can be seen on many MMPs when "blending" them together, it's sort of unavoidable really. But with a bit of practise and a lot of patience, you can eventually get things looking right if you keep tweaking an area.

    On 01/01/2020 at 5:30 PM, Raymond7cn said:

    Of course as well I can ignore this problem first, since it is not very obvious even with a CJ. After all I need to focus on the studying of Modeling right now.

    Indeed, when you hit a hard limitation, often it's a waste of time to keep picking at the issue.

    Lastly, MMPs are one method, but Xannepann figured out how to use Effects to place sand/pebbles/grass and the like. Check out his Poseidon mod, which offers some neat little ways to add such details and if nothing else should provide some inspiration.

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    32 minutes ago, rsc204 said:

    Indeed, when you hit a hard limitation, often it's a waste of time to keep picking at the issue.

    Dear RSC204, Appologize for the late reply, I began to create my first lot recently. It's a bit slow with the progress due to less experience with modelling, I still followed the tutorials you shared to me before step by step. And my first lot is just a cobblestone as above.

    32 minutes ago, rsc204 said:

    Check out his Poseidon mod, which offers some neat little ways to add such details and if nothing else should provide some inspiration

    Thanks a million, I think it's just what I need, You always know what exactly a freshman need, I'm going to learn xannepan's poseidon. Thank you.

    BTW, yesterday I just happened to found that the cobblestones I plopped only had those lines on slope terrain, It means no matter how many times overlapped with a flat ground, They looked perfect without gridline or lines.

    Then I searched and with the help of @Cyclone Boom, I learned some information about S3D, I tweak the framebuffer and some parameters in mats tab, But I think they are relevant to transparent. it didn't worked. I also tweaked the vertical parameters of S3D with reader, I add y plus 4 to make the cobblestone 4 metres above the ground. Anyway, no matter what i did the lines still there when I plopped them on the slope terrain like sandbeach even there are not very rough. so I go back modelling and prepare to create a new lot by myself to see if the problem is still there.

    Sorry I just don't have enough time to send some pictures of my test, I will do that tomorrow.

    Yours Sincerely,

    -- Raymond

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    additionally, I also try to modified some parameters of flora exemplar after I learn some from many articles about the flora such as Chrisadams3997 and jeronij and omnibus, remain a line problem.

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    What is impossible with men is possible with God…!

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    I've contributed some to Simtropolis

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