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Lines on ground tiles

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83
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brazil
Hi!

I'm creating a ground poly in Max wi planes. I have 9 560x560 planes creating a kind of a grid. I have also 9 1024x1024 images that I should apply to those planes. I've creted the 9 materials, apply them to each surface and then apply the UVWMap modifier. The problem is that when I go into FS, I can see some lines between each tile. I've already saw a method of how to get rid of this thing, but is very boring to do and its not perfect. I see a lot of scenery from members with Max bg polys that don't have those lines. So, there's another way to do this?
Here's a pic ( a Render in 3dsmax, but in FS the result is the same ).




Thanks,
Fergo
 
Last edited:
Hi Fergo,

No, I think everybody has this problem when using GMax to create the ground polygons. The easiest (and probably only) way to fix this, is to not use the outer ring of pixels of your texture.
 
arno said:
Hi Fergo,

No, I think everybody has this problem when using GMax to create the ground polygons. The easiest (and probably only) way to fix this, is to not use the outer ring of pixels of your texture.

Yes, and don't use mip-maps on ground textures.

If you apply these two things, you have just only a small and very thin line between the tiles which fade into the environment when all of the objects will be their own place, and the lines will be only visible from far. Look at this in FlyTampa Sceneries, etc. The lines are over there but not really conspicouos.
 
Hi Sid,

They are nothing special in GMax, so you can make them with normal planes. But you need to export them with the Fs2002 gamepack and tweak the generated code a little bit to let them display as proper ground polygons in Fs.
 
lambda said:
Yes, and don't use mip-maps on ground textures.

I do use mipmaps on all my textures and that does not really seem to give trouble with the ground polygons. Not mapping the outer ring of pixels is much more important for these lines. By changing that I could almost completely remove those annoying lines. They are now very hard to see, so I am happy with that :).
 
If you mean that it will automatically flatten the mesh, no. You will have to create a flatten yourself.
 
Arno, in Gmax you use the Unwrap UVW or UVWMap modifyer to not map the outer pixels of the image?

Thanks for the replies.
Fergo
 
That is probably easiest with the Unwrap modifier, but it can be done with both. For my own projects I edited the mapping in the ASM file manually actually :).
 
Hum, editing in the asm file seems to be more acurrate. In which line of the asm file is the texture coordinates?

Thanks,
Fergo
 
They in the vertex list. Each vertex has its own texture coordinates (last two parameters).
 
They in the vertex list. Each vertex has its own texture coordinates (last two parameters).

Hi Arno,

First of all, thanks for the great site! :)

In regards to the last two parameters in the vertex list, these ones (correct?):

VERTEX_DEF -3072.000244, 0.000000, 3072.000244, 0.000000, 1.000000, 0.000000, 0.000000,1.000000 ; 0 part= 1 prim=0

Do you export the polys normally (1024x1024) without any Map modifiers and then edit the part as shown in red?

I have basically tried this but can't get it to look good, so not sure what the best value is to use ...

Any help on this would be much appreciated! :)

Thanks!
Shaun
 
Yes, those two parameters are the texture coordinates. To remove the lines you should make sure that you don't use the outer ring of pixels. For example by using coordinates like this:

0.01, 0.01
0.01, 0.99
0.99, 0.99
0.99, 0.01
 
Thanks Arno. I ended up with 0.001000 & 0.999000 (in the 0.asm file) when I did not map the outer pixel in gmax. Definitely looks better, but still just there (Yes I edited the outside pixel on the images).
 
Oops, my typo, I indeed forgot a zero. My coordinates would loose you more than 1 pixels. I recently had a discussion with another designer would use a value of 0.0015 to get good results.
 
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