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FSXA MCX Clamp or Wrap

Pyscen

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Anyone?

What would be the best way to cause tiles to stretch into one or less than one?

And Arno,...

Does it show within the preview?

Just checking to make sure I'm not thinking it could or not.
 
Hi,

I am not sure if I understand what you are trying to do. What do you mean with causing tiles to stretch? Are you trying to edit the texture mapping?
 
The "wrap" or "Clamp" refers to how the material will handle UV coordinates <0.00 or >1.00.

It is used in combination with "overmapping" or "tiling" to either

clamp: stretch the edge pixel colour
wrap: "wrap" around to the other side of the texture.

If you are planning on overmapping using your modelling software, then "wrap" is what you want, but this is what FSX materials do by default.
 
ModelConverterX will just use the texture mapping it find on your model. So if you have tiled the texture that will show in the preview as well.
 
ModelConverterX will just use the texture mapping it find on your model. So if you have tiled the texture that will show in the preview as well.

hcornea, thanks!

ok,... Arno thanks, that all I needed to know.... the night texture looks funny is all, and I thought reading thoses 2 pop ups, wrap or clamp would help but aren't stretching the length of the face at all in the preview, its tiling the textures.

So I guess I have to figure out another way.
 
The material setting may work in FSX, but it won;t display in the ModelconverterX preview.
 
Hi,

That's right, if you set the material setting to clamp it won't display correctly in ModelConverterX, that is something I still have to implement. I'll put it on the list :).
 
Hi,

That's right, if you set the material setting to clamp it won't display correctly in ModelConverterX, that is something I still have to implement. I'll put it on the list :).

Ahhh,... ok... That's kinda of important if you have to create "_lm" especially if you have to find the right combinations etc.

I think I found another bug but I will create another thread for it....
 
Hi,

Ahhh,... ok... That's kinda of important if you have to create "_lm" especially if you have to find the right combinations etc.

I am not sure if I fully understand already. For creating a normal night texture there should be nothing wrong at the moment. Only when you want to change the material settings to clamp the texture the result as shown is not correct in the preview. But that would affect both day and night textures.
 
Hi,



I am not sure if I fully understand already. For creating a normal night texture there should be nothing wrong at the moment. Only when you want to change the material settings to clamp the texture the result as shown is not correct in the preview. But that would affect both day and night textures.

Well maybe I don't fully understand then.... for instance,... if the tile texture doesn't fit across the whole face, and if you create a night texture from the tile (much like some of FSX textures are),... then the night texture tiles go across the faces multiple times which could give a strange run of tiles, unless of course, the night textures are uniformed to fit all cases going across the face...

I will have to create a picture of what I mean to help explain what I mean.
 
Hi Doug,

Normally the day and night texture tile the same. So if you make sure you use the same base texture for them, there should not be visual problems.
 
Hi Doug,

Normally the day and night texture tile the same. So if you make sure you use the same base texture for them, there should not be visual problems.

Well,... I don't have the model as it was before... the diffuse and night textures were the same though the way I created the night texture I didn't think it would be tiled, which gave it a lighted spooked building with multiple eyes or lights across the face.

I wish I took a screen shot now, bummer.
 
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