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I see you are using the texture in .dds format inside Blender.
The problem is that .dds textures render upside down in FS and in MCX.
Try using a non flipped png (or jpg or bmp) version of your texture for mapping in Blender and direct MCX to the dds one after export.
Do the chevrons point the same way in the png and dds image when viewed in Blender? They shouldn't.
Also use a version of the markings texture where the numbers can be read.
success!!!! Thank you very much TT
Sorry for question again TTYeah, that's waht I meant with "flipped" in the first place. Glad you got it working.
And welcome here at FSLunatics
+Yeah, that's waht I meant with "flipped" in the first place. Glad you got it working.
And welcome here at FSLunatics
I'm using collada!with "melted" do you mean the stretchy look in the main area of the runway? I guess it is the same texture as further down the sides and was supposed to map the same?
Could you show me a picture of the UV map in Blender?
Also which way did you use for exporting?
MCX renderer show me perfectlyWhat about the Collada file in MCX? Does that look the way you want?
Also did you use any scale values in Blender's texture panel? (Don't)
New test screen shot..What about the Collada file in MCX? Does that look the way you want?
Also did you use any scale values in Blender's texture panel? (Don't)
Thank you for your help..!!Did you use MCX's Ground Polygon Wizard by chance? There seems to be a bug when it has handling polygons which are really long, I think greater than 500m. If memory serves me correctly, when it attempts to split the polygons, sometimes it creates incorrect vertices which create new polygons. Try splitting your polygons into shorter segments in your original file and skipping that step in the MCX wizard.
Solved!!! I tried to use knife tool and it working perfectly XDI actually do not do my modelling in blender. I model in Sketchup and then import to Blender only to bake my textures.
You could probably try the Bisect or Subdivide Tool. Someone more experienced with Blender modelling will have to assist you with that particular problem.