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fsx texture oddity

jetwelder

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unitedkingdom
fsx.acc...w7 64....md3...lith..

2. 2048 texture sheets...whole object excluding vc....uvw mapping seems fine.

standard textures applied for mapping purposes...looks perfect in gmax...exports with no complaints....

tex sheets exports from image tool correctly....looks okay in sim.....

starts paint experiments.....but looking closely in sim,start to notice a couple of hidden anomolies....

see image....this small slot,4 external sides...flipped and mapped...flipped and added to mdl...looked fine in gmax....came out all black in sim....

remapped it correctly....looks fine in gmax.....in sim now two polys are black..

i have a single sided small lense,one object...looks fine in gmax....in sim one half is black...

any idea why a single simple object...that appears correct in the uvw map...and appears correct in gmax...should show up with some polys black...?

definately not colocated verts, or hidden stray polys.....jim
 
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i think the problem is related to the index buffer.....remapping the objects changes the position of the untextured polys.....but adding the cockpit canopy windows..6 double sided windows..causes more black polys on unrelated objects....

no warning the first time.....but index buffer warning after adding windows...followed by unrelated to aircraft windows black patches on other components....

curiously some of these patches look like textures from the wrong sheet...

not applied to object from wrong sheet .....gpu gone fubar?...exporter gone fubar?...index buffer?....too many objects same texture?.....soon find out jim
 
Are you using multi-materials?

Pick one of the black polies and check the material readout. Then, on the same part, pick one of the correctly mapped polies and check the material readout. If different that's your solution. If identical the search goes on ...
 
ime not using multi mats....but theres always the possibility of inadverdantly,

creating one by attaching seperately mapped but related components....its not happening at the moment, because the texturing for fsx materials has superceded, the original mapping using standard and export to test for streched textures...

but now i know how to test for and fix..multi and index buffer probs...jim
 
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