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FS2004 Help me with "Ground Polygon" please

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colombia
Hi guys. I have a little problem about making ground polygons in Flight simulator 2004 and also in FSX. The problem is radicated in some isolated lines from tile to tile of 1024 pixels in which black lines are showed up between each one of 1024 pixels image edges but in Gmax everything seems to be fine, I don't know if there is a error when converting images in DX3 files with Imagetool.exe . Sorry for my english. Hope you can help me please. Regards Alfonso :)
 

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Thank you very much Alfonso about this :
"If I found a solution be sure I'm gonna let you know about man"
I search in the forum about this problem, I found that this problem is very famous.
Many people say that the solution is to flat all the area that is covered by the ground polygons, and also to increase the number of layers when exporting to .BGL from Model Converter X.
For me, I think this is a useless solution because I did all what they say without any result.

Please help us, we need really to solve this problem !!!!!

Dayou.
 
Thank Alfonso for your help.

I read the two threads you give me, and I've tried to do their solution which is to go to each polygon/tile in GMAX then and add "Unwrap UVW", after that click "Edit Button" and go to each corner of the polygon/tile and modify U and V coordinates like this:
If you find 1.0 in the U or V in each polygon/tile, you should modify it to 0.998.
and If you find 0.0, you should modify it to 0.002.

But this solution is useless, because I've tried it without result and the lines still appear.
I need really to the solution as soon as possible.
Sorry for my English.

Dayou
 
It has been asked so many y yyyyy.......yyy.y.y.y.y...yyyy times. I think it is time for picture tutorial to make more understanding.

It is just almost the right thing to do, Dayou. Please follow my steps here:

1. You need to copy the satellite image that you want to do and paste into another layer in PHOTOSHOP.



2. Then you need to do transform-> scale the new layer. If you want have the 2 pixels edge around the 1024 x 1024 sheet. You need to scale down to 1020 pixel (2 pixels each side, so there is 4 pixels smaller). It is (1020/1024)*100= 99.6 percent. You put this number to the scale tool bar then you get two layers in one photo.



You will have the same layer as the 4 pixels edge in the lower layer now.

3. Then you go to gmax and map the texture. Then you unwrap your polygon and click on edit (3) put the vertex to the picture that you just transform to be a bit smaller. Gmax will let you map the vertex in proportion to the whole texture. You need to map the texture to the position at the 2nd pixel and the 1022 th pixel. So you can calculate how it gonna be by 2/1024= 0.001 and 1022/1024=.998 to to all horizontal and vertical vertex . Just select the vertices in horizontal (and vertical each time) and put 0.001 and .998 into the box (4). Now you have polygon that map on the texture of 1020 pixel, leaving 2 pixel (of the original 1024x1024 image) as the edge to eliminate the line in FS. It happens because the last pixel is not properly map.



If you do not make it two layers in PHOTOSHOP, leaving the white texture behind, that will be useless. Since your edge will be white by 2 pixel and it will become your line again.

Crystal clear by now, I think. Hope my English is good enough to make you understand. If not, please fell free to ask and other English-speaking Gurus will explain more.
 
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jtanabodee
Thank you so so much. I'm gonna follow your steps and if it work I will let you know it. Again thank you for your help we appreciate your help. I just hope this work. I don't know what I'm gonna do next to fix it.
 
Arno, this would be a nice feature to have in ModelConverterX. I'm sure many would appreciate it, especially those who make ground polygons in SketchUp :)

2014-03-27_12-59-29_textureoffset.jpg
 
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Hi. jtanabodee I've done what you said in the tutorial above and now I don't have black lines in the edges of tiles but still have a line as the texture doesn't match each other. I reduced my texture to a 99.6% and went to gmax and remap the tile and Unwraped it againt with:

I Selected all vertex and put 0 in "W"

0.998 In the Horizontal top in "V"

0.001 In the Horizontal Below in "V"

0.001 In the vertical Left in "U"

0.998 In the vertical Right in "U"

I collapsed all and export It as .MDL File after that I used ModelconverterX and Exported the .BGL File. The black line seems to be disappeared but still got a line in the middle of two tiles. I hope you Understand my english. And thanks again in advance.

Regards. Alfonso
 

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I think the problem is from Mipmap not from your procedure.
Would you mind setting the Mipmap in the game to be maximum and see if the problem goes away?

Very good idea Tore Stranden. I would appreciate that if you do this, Arno
 
Yes. I think is problem of the tiles cut, Im gonna cut it again and make a test to see if it works. And I agree with Tore Stranden. It'll save time for us if Arno would implement it in ModelconverterX.

Note: I already set the Mipmap to be the máximum in GMAX and It doesn't work neither.
 
No not gmax. You need to set up in flight sim. In Fs2004 you can try setting everything to max.
 
It is already in maximum settings but nothing happens. I don't know what I'm gonna do with this.
 
I think it is ok. If you see the Wiki, the photo from Marc Läderach has a faint line too. I have that too. It is not perfect. I think by looking at your photo, it is acceptable.
 
Thank you to all who help us to find a fix. Finally I got the same line as payment sceneries as Fly tampa. I've been searching in Fly tampas sceneries and they got the same line. Regards

Alfonso
 

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Yes it caused by the graphic engine in the game. Not your procedure.
In fsx we use photoscenery instead and there is no problem. Every ground poly has this minimal problem.
 
Congratulations Alfonso!
Finally you've find the solution. However i'm the only one who doesn't fix his problem :(
Can you please show me how did you solve the problem ?? Because in an old reply of yours you've said that it's still exist, and suddenly you said that you've fixed it, that's why i didn't understand what you did to solve it ~~
So please please stay with me until i find the solution !!
 
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