Flickering Hedges
-
- Posts: 8
- Joined: Tue Apr 11, 2023 12:24 pm
Flickering Hedges
Hi there.
Just a little up to say I often encounter the flickering hedge.
Did not make vanilla testes to be sure it’s not mod related though.
Just a little up to say I often encounter the flickering hedge.
Did not make vanilla testes to be sure it’s not mod related though.
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: Flickering Hedges
Hi, that's z-fighting, so that's actually not a texture issue, but a 3d model issue (2 surfaces at the same position or very close).
Try installing the UBLaMF mod.
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Flickering Hedges
I'll split this to it's own topic.
Pango has the right of it. This is caused by overlapping hedge models in gamedata. It's present in classic also, we just inherit the issue by using same gamedata.
I think UBLaMF linked above fixes all known cases of these using DFU's world data override system.
Pango has the right of it. This is caused by overlapping hedge models in gamedata. It's present in classic also, we just inherit the issue by using same gamedata.
I think UBLaMF linked above fixes all known cases of these using DFU's world data override system.
-
- Posts: 8
- Joined: Tue Apr 11, 2023 12:24 pm
Re: Flickering Hedges
I see ! My bad, thanks for clarification.
Google brought me here searching about flickering hedges ^^
Well, I have UBLaMF tho ; does it mean that the mod isn’t properly functioning for me ?
Thanks for your answers !
Google brought me here searching about flickering hedges ^^
Well, I have UBLaMF tho ; does it mean that the mod isn’t properly functioning for me ?
Thanks for your answers !
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Flickering Hedges
I thought UMBLaMF resolved these hedges, but I could be wrong. I'm not the author of this mod after all.
Check the UBMLaMF readme here to see if the location you have in mind has received fixes. There are also instructions on that page for reporting problems with gamedata to UBMLaMF's creator XJDHDR.
If XJDHDR is reading, they might be able to help. But they might not be reading here as this part of the forums is technically for base DFU without mods.
Check the UBMLaMF readme here to see if the location you have in mind has received fixes. There are also instructions on that page for reporting problems with gamedata to UBMLaMF's creator XJDHDR.
If XJDHDR is reading, they might be able to help. But they might not be reading here as this part of the forums is technically for base DFU without mods.
-
- Posts: 8
- Joined: Tue Apr 11, 2023 12:24 pm
Re: Flickering Hedges
Yes I looked more in details the mod after your first answer, I didn’t see direct mention of hedges, but I too think it’s making sense. I’ll do what I should have done beforehand : Some testings, see if mod related or not, if yes, which one… Try to pinpoint the flickering, and then I’ll advise !
Again, thanks for your time and answers.
Again, thanks for your time and answers.
- Interkarma
- Posts: 7247
- Joined: Sun Mar 22, 2015 1:51 am
Re: Flickering Hedges
The flickering hedges are definitely not caused by a mod. It's a problem with Daggerfall's gamedata. You'll see the same thing in classic. DFU just inherits the problem because it uses the same data as classic to build the world.
-
- Posts: 8
- Joined: Tue Apr 11, 2023 12:24 pm
Re: Flickering Hedges
But could UBMLaMF fix that, and being overtaken by another mod, unfixing the fix ? ^^
Informative indeed, yes I see, DFu takes the genetic defects of its father ! lol
I thought of mods because I only see the flickering since I have a decent modlist, but it’s true that I did not get to those exact same places beforehand, and since it's only very very few hedges… If at least it was more hedges, or better, all of them, I could roleplay it being the wind ! ^^
Informative indeed, yes I see, DFu takes the genetic defects of its father ! lol
I thought of mods because I only see the flickering since I have a decent modlist, but it’s true that I did not get to those exact same places beforehand, and since it's only very very few hedges… If at least it was more hedges, or better, all of them, I could roleplay it being the wind ! ^^
- pango
- Posts: 3359
- Joined: Wed Jul 18, 2018 6:14 pm
- Location: France
- Contact:
Re: Flickering Hedges
Not necessarily, being a rewrite from scratch. But since it uses a lot of original game assets, some issues can get across that way.
Mastodon: @pango@fosstodon.org
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart
- King of Worms
- Posts: 4753
- Joined: Mon Oct 17, 2016 11:18 pm
- Location: Scourg Barrow (CZ)
- Contact:
Re: Flickering Hedges
I think the problem with hedges is that in order to fix it, you need to fix it in ALL blocks where its used. So there is no easy way to do that, contrary, it would be quite hard. Same as fixing that messed up building at the cemeteries, with textures going sideways and being plain wrong.
DREAM Nexus https://www.nexusmods.com/users/73250038?tab=user+files
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz
DREAM Forums viewtopic.php?f=27&t=1168
DISCORD: king_of_worms_cz