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FSX Odd Polys in P3D/FSX

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us-arizona
Hey all,

I have never run into this before. I dont know what it is.

* The textures do not have this.
* There are no over-hanging polygons like inside out polys hovering over this area.
* This isnt on any of the textures but appears on all fuselages
* It is on the fuselage alone if I export it
* None of the Polygons are this shape set.


To see if there were hidden extra Polygons under the surface Poly's, I hid the top Polygons and nothing was under them.

I am using 3DS Max 2012-64bit, P3D SDK and in Prepar3D.

Anyone have an idea what this might be?
 
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Have you checked the normals for those two triangle polys?

Are you positive they aren't duplicated triangles?

Have you verified their smoothing group assignment?
 
I didnt think of Smoothing groups.

I have no idea how to check Normals.

Off to check this out.
 
Not smoothing groups.

I found the two polygons that make the right shape, but the left shape is not in the Polygons. Nothing runs parallel to the right shape. Its a different two shapes altogether. There appears to be nothing under them.

Looking inside the fuselage outwards, I see nothing, so its not an inward facing poly.


:banghead:
 
How does this look in vertex subobject mode?

This is the mesh, Mesh view mode, Vertice mode.

The right side shape is outlined of what I think that one is. I am fairly certain.

As you can see, the shape of the left side doesnt appear as a shape in the mesh...

EDIT: And.....! This is 'just' the Fuse showing only. So nothing is poking through, nothing hovering over it.
 
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There are some suspect vertices there, near the window rim, but not obviously related to the artifact.

I would select all vertices in the suspect area individually and see whether there are any duplicates. Window-select polies too and see whether the numbers match.

Also turn on triangulation, this sometimes gives a clue.
 
I'm curious, do you have a specular or bump with this texture, and if you remove those does it go away?
 
Hey Orswell,

It does have a bump map. I might try that.

Im off to try MJahns idea with Vertices.
 
I'm curious, do you have a specular or bump with this texture, and if you remove those does it go away?


What I did was rename the fuse bump to keep it from working, then booted up P3D and behold, the polygons were showing up blended in.

So this must be a Normals issue. They must be inverted.

The only thing is, how do I adjust Normals in 3DS Max? Where does one go? Off to find out.


Thanks Orswell.



MJahn,

I didnt find any duplicate Vertices. That was a good idea though.
 
I've had this problem too a while back. dmaher suggested this method, which worked one time, but i've also seen this not work in occasions or just offset the problem to a new polygon.

"I would combine the fuselage with a cube, then deleted the cube. Then I'd set the normals to faceted. Flatten the stack and redo my smoothed normals again. That'll make an old mesh new again "
 
I cant figure out how to change the faces to fauceted. I must be missing something here.

I can add a Normals and that flips everything inside out. I can add a Edit Normals and that shows blue lines on all parts, as though the fuselage now has a neon blue afro that is 3 feet thick with blue hair, electro statically charged, and it has 4 choices, one being faces, but no 'fauceted'. Could faces be faucets? And I did click faces. No changes seemed to appear.
 
WORKED!

Many thanks Sir.

Joined it with a cube, deleted, reset Smoothing, and two unwelded Vertices showed up in that area. Welded them up and it was good to go.

It doesnt show up like it would in Gmax. Very odd.


Many thanks Orswell.
 
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