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Lines between ground poly tiles

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us-northcarolina
Hopefully there's a solution!

From a distance, you can see the borders between the tiles of the ground polygon. The effect is more noticeable the farther away you are.

myrpolyline1.jpg
 
We had this problem as well on our scenery of Leicester. If I'm not wrong we got rid of it with taking the textures in 3dsmax (or gmax) a bit tinier than they are. So for example the original texture is 1024X1024 and that in gmax it uses the same textures, however that a little bit of the corner is disregarded.

Another possibility is that if you let your 3d application render your texture you need to add 2 pixels more on the border of the texture so that there is no black line anymore...

If you don't get it, I will ask Darren and he'll help you.
 
Okay, so we tried that, and the result was, we were able to see lines between the tiles even on the transparent parts. Michael went in and re-mapped the tiles, but we STILL see lines between all the tiles. Tiny flickering white lines, and now we can't get rid of them. It just made the problem worse and now we can't fix it. To say the very least, it's extremely frustrating.
 
My favorite solution to this problem was to modify each image file so that there was an extra pixel of color around the image edge. workflow:

Enlarge the canvass by 2 pixels each direction. Copy/Paste the edge pixels column and row, so that the new white space now has the same color as the pixels beside it. Finally, resample the image back to the appropriate fs pixel count.

Then I reset the uvw coordinates to be a pixel inside the edge of the image.

If you have photoshop, you can create an "action" to minimize the work.
 
The odd thing is that this doesn't (hasn't, knock on wood) occur at any of the other 3 airports that I've done this same process for... :confused:

Anyhow I'm going back and redoing the tiles as we speak.
 
Here's a question I've always had regarding this issue.

From what I have read you make your .bmps 1022x1022 and add an extra "frame" of duplicate pixels to get back to 1024x1024. Then UVW Unwrap leaving out one pixel width.

The question is for the .dds files I use in the scenery, should they be the edited 1022x1022 bmps or should I go back and use the regular 1024 bmps? Yes, I need to just try both and see if I can notice any difference but thought I would ask while this topic is at the top of the forum.

Clutch
 
I'd take a 1024x1024 and resize it to 1026x1026. Now I have an extra pixel all around that I fill with a copy of the outermost colored pixel.

Then resample it back to 1024x1024.

fs won't show the image unless its size equals a factor of 2
 
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