untextured polys revisited

Discussion, tutorials,hints and tips relating to designing military ai aircraft.
Post Reply
aerogator

untextured polys revisited

Post by aerogator »

I know I've asked this before, but I'm still having some problems with this. Here are a couple of shots showing what I'm talking about.

Image


Image


They don't seem to be related to selected polys or points and they seem to show up at random places. As you can see, some are by themselves and some are in combination. Theonly way I know how to solve this is to texture them as individual polys but that is mostly unsatisfactory and extremely tedious.

Any thoughts or suggestions appreciated. And BTW, give me break on the painting...I don't claim to be a painter :lol:
User avatar
Weescotty
MAIW Developer
MAIW Developer
Posts: 2787
Joined: 11 Aug 2006, 22:15
Version: P3D
Location: Sydney

Post by Weescotty »

Still really only two ways of 'fixing' them -

1) Texture the invidual polys.

2) If for example its a lower face poly -
Select ALL the polys on the complete lower surface
Spilt them off
Texture as you would a normal part.

Happens when for example you texture left and right, but have a poly that is perfectly horizontal on the upper or lower surface, or in some cases the front or rear surfaces also.

Also happens for perfectly aligned left/right/front/back surfaces when you texture Top and Bottom.

Also for perfeclty aligned Upper/Lower/Left/Right when you texture Front or Rear.

A quick 'dirty' fix is to move one of the points 0.001 so that the poly isn't perfectly aligned anymore.

My preferred way is method 2.
In addtion once textured I go through each poly on the part and flick them from Part texture to Custom texture.
That way I can re-join the parts and keep the lower polys as I done them.
Takes longer but is well worth the effort.
aerogator

Post by aerogator »

Happens when for example you texture left and right, but have a poly that is perfectly horizontal on the upper or lower surface, or in some cases the front or rear surfaces also.
Thanks Kevin for the answer but I think I've got a different problem. I understand this problem and I can avoid that by, like you say, moving points to keep sufaces from being exactly perpendicular. These are individual polys that don't take the texture of the poly adjacent to them even when they are in the same plane (not airplane :) ). There must be another reason that they are not taking the texture.
User avatar
Firebird
MAIW Admin
MAIW Admin
Posts: 12379
Joined: 11 Aug 2006, 21:04
Version: FS9
Location: EGLL

Post by Firebird »

Jake, sorry for a non-designer butting in here but when I was helping Nick with the B-1, in the early days, I was getting areas that were untextured and I found that by switching the optimization off, I think thats the term, that the problem resolved itself.

This isn't the same case here is it?

If not please accept my apologies, and I will let that know what they are talking about help you out.
Steve
_______________________________________________________
Image
Quid Si Coelum Ruat
_______________________________________________________
Psuls
MAIW Veteran
MAIW Veteran
Posts: 476
Joined: 11 Aug 2006, 21:03
Version: FS9
Location: Between EBBR & EBBE

Post by Psuls »

Try to delete this polygon only then build it back using the 4 points

sometimes it works...
Pascal
User avatar
RipPipPip
Lieutenant Colonel
Lieutenant Colonel
Posts: 871
Joined: 11 Aug 2006, 20:57
Version: FS9
Location: Between EPWA & EPBC, that's north of Krakozhia (?)

Post by RipPipPip »

How about Part->Snap to Scale ?
"For a few FPS more"
Image
Rysiek Winawer
aerogator

Post by aerogator »

thanks guys for your input

@Steve: I don't know what you mean by "optimization"

@Pascal: In the top picture, near the nose gear strut, the untextured or retextured poly has been "rebuilt". One of the resulting triangles took the part's texture but the other one didn't.

@Rip: I thought "Snap-To-Scale" just joined very close points. I'll try this but I usually don't use it because of the way it tends to disfigure the part. I manually go in and join the close points. This way you only join the ones you want joined.

Once again, thanks guys for your help. :)
User avatar
Firebird
MAIW Admin
MAIW Admin
Posts: 12379
Joined: 11 Aug 2006, 21:04
Version: FS9
Location: EGLL

Post by Firebird »

Sorry, Jake. Didn't make myself very clear. Is the Optimize option ticked for the makemdl compiler?
Steve
_______________________________________________________
Image
Quid Si Coelum Ruat
_______________________________________________________
Post Reply