Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: KARMA on February 29, 2004, 04:10:34 am

Title: strange uv problem
Post by: KARMA on February 29, 2004, 04:10:34 am
I opened some old files, to make a couple of modifications, and other things.

After a while, I noticed a strange problem on the TI:

  (http://www.3dap.com/hlp/hosted/swfs2/wips/snap193.jpg)
everything seem ok, but as soon as I change point of view:
  (http://www.3dap.com/hlp/hosted/swfs2/wips/snap192.jpg)
  (http://www.3dap.com/hlp/hosted/swfs2/wips/snap194.jpg)
:mad: :mad:
check the middle section of the panels
as you can see the texture get distorted in the direction of the point of view.
I can grant you that I've correctly uvmapped the mesh, which is also stable and triangulized.
This problem also appear in D3D renders and in lithunwrap's render, but NOT, for example, in the 3dexp's render
If I polysubdivide the mesh the problem get reduced but not eliminated.
I'm pretty sure that some older versions didn't have this prob
I don't have any clue about how to solve it 'cept redo the solar panels, do you have any suggestion?
Title: strange uv problem
Post by: karajorma on February 29, 2004, 05:25:57 am
Does the error translate to FS2? If not why do you care? Sure it's annoying but as long as the ship works... :D
Title: strange uv problem
Post by: Nuke on February 29, 2004, 06:10:15 am
sound like something caused by a non-flat paly. the funny thing about truespace is that it uses many more decimal places that are shown in the keyin box. ive seen thet happen with discrepensies as low as 0.00001. another thing that could be wrong is where you may have drawn a line across a square poly but acidently created a new vertice in one of the polys lines, thus creating another 4 sided poly (or two). id switch to wireframe and soom in as close as you can to make sure there are no extra virtices where they do not need to be. other than that id try a triangulation. scp's htl engine triangulates stuff anyway.
Title: strange uv problem
Post by: Taristin on February 29, 2004, 08:53:53 am
Truespace does that alot. No problems on the models though. So don't worry about it. TS's perspective on UV's gets funny sometimes.
Title: strange uv problem
Post by: KARMA on February 29, 2004, 09:15:04 am
since it doesn't happen in game I'd leave it as just another TS problem, but it happens on other renders too (lithunwrap), and it's a bit annoying.
The model BTW is already triangulated, no hidden verts or useless edges or disconnected verts and the like..., I optimized many times ago, but I checked again now and the geo is fine.
bah!
at least it doesn't happen in game. I had another rendering bias in the past that was happening in game too, and that was weird
Title: strange uv problem
Post by: aldo_14 on February 29, 2004, 11:27:58 am
I take it by in D3D renders, you;ve viewed it in both openGL and Direct3d mode in TS?

I remeber odd problems, where the TS render would be a few pixels off the actual texture locations as seen in 3dex and FS2.... incredibly irritating.  Could maybe see if it happens in the software renderer? (I think there's one...I avoid Ts tho)
Title: strange uv problem
Post by: Taristin on February 29, 2004, 11:37:08 am
No... there's no software renderring in TS, IIRC.

I seem to remember 3dmax offering software mode for d3d, but I don't think TS does...

Edit: I'm wrong. There's RGB Emulation in the d3d settings window...
Title: strange uv problem
Post by: StratComm on February 29, 2004, 11:58:37 am
I've seen that happen with cylindrical mapping before, though it is probably due to non-flat faces from rounding or some mess like that.  Truespace's texture editing (and that looks like 3, not 5) is sketchy at best, and more than a little annoying to deal with.
Title: strange uv problem
Post by: Nuke on February 29, 2004, 03:57:08 pm
give ts6 a try, it has far improved uv mapping tools, mainly a 2d uv editor. although i still perfer to model in ts4, as it has easyer access to point edit tools.
Title: strange uv problem
Post by: Bobboau on February 29, 2004, 04:54:40 pm
yeah and you are far less likely to accedentaly UVmap the entier ship, and then be unable to undo it
Title: strange uv problem
Post by: Nuke on February 29, 2004, 05:09:52 pm
actually in ts6 its far easyer to loose your uv space because you do not have to hit an apply button. i hit that button and it didnt let me undo, as a result i had to reload the model and redo an entire wing section of the dcc rumrunner
Title: strange uv problem
Post by: KARMA on February 29, 2004, 05:51:22 pm
we'll I'm already using ts6, but I'll start using the internal unwrapper just the last day of my life:)
the problem shows with the internal d3d RGB emulation render, and with the lithunwrap's render.
PCS, FS2, 3dEXP they just show it perfectly.
Well, since it works fine in game I'll live with it, but it's really really irritating :/

aldo I had once your same problem in the past, with a correctly uvmapped mesh, but some textures showing like if not aligned. The difference was that the prob was showing in fs2 d3d mode too, but not in glide mode, 3dexp and other renders. Never understood why
Title: strange uv problem
Post by: Bobboau on February 29, 2004, 06:15:18 pm
that's what I was saying

it's just TS being stupid,

and there is a renderstate that makes d3d render things half a pixel off
Title: strange uv problem
Post by: Nuke on February 29, 2004, 06:22:18 pm
ive got max and id like to use it, but it crashes whenever i have winamp running.
Title: strange uv problem
Post by: Grug on February 29, 2004, 07:15:20 pm
hmm I've never heard of max crashing with winamp... I'd guess its system problems...

But yeh, I used max for making my models and then just a quick texture and resize in truespace and then off it goes...
 
Though these days I'm more into 2d art and conceptual ideas lol.
Title: strange uv problem
Post by: TrashMan on March 01, 2004, 05:24:25 am
That thing happens every once in a while in TS...but don't worry..there's nothing wrong with the model..

Just unzoom a bit and you'll see that this happen only when you are very close to the model