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Problems with Texture ROtations

Angelus1971

Resource contributor
Messages
195
Country
scotland
Hi

I'm using your latest build, Max 2012 and the Prepar3D SDK (with patch).

I'm having trouble with modelconverterx and it not recognising the rotation of certain textures.

I've attached snapshots of the examples - Max View 1 and 2 are what should happen and MCX1 and 2 is what MCX is reporting.

Can you have a look and see why it is ignoring the UVW rotation element of the texture please, FSX works with it ok.

And can I request an addition of being able to move the rotation point so that we can see the end of the model when it is a large model.

Thanks
 

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  • Max View 1.JPG
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  • MCX1.JPG
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  • Max View 2.JPG
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  • MCX2.JPG
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Last edited:
Hi,

Do you have the model and texture for me to test? From which format are you loading the model into modelconverterx, x file or mdl file?

Can you explain the last request more? You mean panning to model and then rotating does not work well for you?
 
Hi

I've sent you an email with the .x files and textures.

What I meant by "And can I request an addition of being able to move the rotation point so that we can see the end of the model when it is a large model" is that when I zoom in and out of the loaded model, it does so on the center of the model. If I have a large model (like the one I've sent you). I cannot see the edge of the model when zoomed in as I cant seem to change the pivot point.


Thanks
 
Hi Arno

I've done some more investigating and it would see, that it is NOT ModelconverterX that has he problem.

It would seem that the ESP 1.0 direct X filter has the problem. I'll mention it on their forum and see if anything can be done.

Can you give me any clue as to where I the .X file the texture angle transformations are suppose to be please as I'm sure that the more info I give them, them better chance they have of fixing it.


Thanks
 
What I meant by "And can I request an addition of being able to move the rotation point so that we can see the end of the model when it is a large model" is that when I zoom in and out of the loaded model, it does so on the center of the model. If I have a large model (like the one I've sent you). I cannot see the edge of the model when zoomed in as I cant seem to change the pivot point.

The rotation is done about the center of the model, not about the center of the view. So if you use the right mouse button to pan the view, you should see that it rotates around a different point.
 
I've done some more investigating and it would see, that it is NOT ModelconverterX that has he problem.

It would seem that the ESP 1.0 direct X filter has the problem. I'll mention it on their forum and see if anything can be done.

Can you give me any clue as to where I the .X file the texture angle transformations are suppose to be please as I'm sure that the more info I give them, them better chance they have of fixing it.

I have also checked the X file now, it indeed looks normal. The texture mapping is stored in the MeshTextureCoords section of the X file. It seems that the gamepack did not write those UV coordinates correctly with your rotation applied.

There are some texture mapping options that don't work with the FSX exporter, I think the same might apply to ESP. Can you not collapse the texture mapping in some way or so? Or use the traditional mapping?
 
Hi and thanks for the quick reply.

I'll try and texture it a different way. I used the gmax loft technique to create the centre line and then textured it then. I've tried rotating the texture (the .bmp itself by 90 degrees and it somewhat worked but the size if off). I'll try a uvw modifier on it and see if I can find one that works.

I'll mention the "bug" or "feature" on the ESP board and see if I can get a bug release out, but I doubt it as it took them ages to get the x64 bit version out.

Thanks for you great help and the explanation of how to properly use your tool.

Have a great night.
 
Arno, thank you.

You're a genius, A bona fida genius.

All I had to do was to apply the UVW unwrapper at it worked perfectly.

I did read today somewhere else on this fourm that the UVW rotation on the texture makes no difference to the UVW on the object in Max. Now I just have to get the joins displaying correctly where the black outer lines have a gap where the yellow intersections meet are. Any ideas ????

Again, thank you. So much time needed to solve a relatively small problem.
 
Make sure to move the mapping a few pixels in from the edge of the texture, or FS mipmapping will cause pixels to be taken from the opposite edge of the texture. If this far edge is a different color you will get a "gap" at the edge of the polygon in FS.
 
Thanks Tom, will remember that when making scenery.

I do have another problem which I cant seem to get around. I can texture a straight line and a curved line and follow a single path. But when I try to loft a combined line, e.g. a cross taxiway, the loft doesn't work.

I'm looking to find a way to merge the lines and have the black edges not overwrite the yellow ones like taxiways using afcad does. I'm not sure if this is possible but any help or pointers would be much appreciated.
 
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