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MCX stretched Texture

Messages
212
Country
austria
Hello there,

I am fairly new to FS Scenery Design and i really hope i've just made some Rookie mistake.
After exporting my model via Blender2FSX and then importing the .mdl into Model Converter X the texture, which lookes fine in Blender, is totally stretched and looks horrible.
It's just a random Brick texture used for testing, but as you can see it looks fine in blender, i've set the scale via a Mapping Node but it seems MCX is just ignoring that.
1.png



2.png



I had no Error Messages when importing into MCX concerning this mesh, and i really am all out of ideas why the texture looks so different (stretched) in MCX.
I'm sure the error is somewhere on my side, but for the life of me i can't figure it out.

If anyone could point me in the right direction please.

Thank you,
Cheers
 

Pyscen

Resource contributor
Messages
2,993
Country
us-texas
What does the uv look like... that is where the stretching will occur. There would not be any error report for this. Because, blender or MCX doesn't have a clue what texture you are using.
 

arno

Administrator
Staff member
FSDevConf team
Resource contributor
Messages
32,859
Country
netherlands
Hi,

You need to have a look at the UV coordinates. That's where the texture mapping is stored in your MDL file. In Blender you might specify it differently, but what matters is how the Blender exporter puts it in the UV coordinates. And it looks like there is a problem there.
 
Messages
212
Country
austria
Thank you both for your answers and your suggestion, i will look into the UV Map and see if this solves my problem.
I really appreciate your help guys.

Cheers

EDIT: It was indeed my UV Map that was messed up, Thank you both for your help, thank you very much.
 
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