Author Topic: In game Texture corruption  (Read 1856 times)

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In game Texture corruption
 Hi All,
I'm having problems texturing the Iccarus (formerly the Mercury).  The Textures work fine in 3dsMAX and Truespace. After conversion to a pof they look fine when viewed in Modelview32. The problem occurs in FS2.
The textures seem to have shifted or shrunk and now leave edges , black patches and are generally not quite lined up with the model.

any Ideas on what I did wrong?
The textures are 256 x 256 8bit palleted .pcx files.

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Phil.
  Trust In Me &
  Fall As-well
Phil.
  Trust In Me &
  Fall As-well

 

Offline aldo_14

  • Gunnery Control
  • 213
In game Texture corruption
 
Quote
Originally posted by WraithHost:
Hi All,
I'm having problems texturing the Iccarus (formerly the Mercury).  The Textures work fine in 3dsMAX and Truespace. After conversion to a pof they look fine when viewed in Modelview32. The problem occurs in FS2.
The textures seem to have shifted or shrunk and now leave edges , black patches and are generally not quite lined up with the model.

any Ideas on what I did wrong?
The textures are 256 x 256 8bit palleted .pcx files.


Not really, but I get tiny errors in using UVWrapper which are similar to your description - although not as bad.

 
In game Texture corruption
but does that just effect FS2 engine?

my textures look fine in Modelview32.

------------------
Phil.
  Trust In Me &
  Fall As-well
Phil.
  Trust In Me &
  Fall As-well

 
In game Texture corruption
could be the direct x texture shift, this only occurs in fs2, there is a solution as it doesnt occur anymore in tbp models

for now make sure your offsets in truespace are always positive and you use pcs to convert your models

i will ask et1 what the solution was, if we ever found it

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Offline LAW ENFORCER

  • Turret Fiend
  • 210
    • http://www.armouredstar.com
In game Texture corruption
Do you mean white lines (or something like that) along the edges of models??
I had that - I solved it by filling the background colour with the average color of the map...
but if its not forget I said anything
Conflict GRDLA:
Operation Return To Riker
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[What we have here is the source to the Freespace ENGINE, not the Freespace GAME. By allowing the ENGINE to support all kinds of cool stuff, we're allowing the creation of all new GAMES] - TurboNed

 
In game Texture corruption
 I surround my textures with bright blue during testing so I can see things like this.

Then I replace the blue with the basic background texture I'm using once it's working.


The Mercury looks ok once this is done but some of the detail is out of position slightly.

CptWhite:  I use  3dStudioMAX to create a texture UV mapping to do fighters in a single texture. I then use the flood fill texture tool in Truespace to apply the texture. I never change the Truespace offset so I assume it will be Zero. However I didn't check this. I'll have a look.
Please still post that fix if you find it as it could be useful for others if not myself.

------------------
Phil.
  Trust In Me &
  Fall As-well
Phil.
  Trust In Me &
  Fall As-well