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FS2004 Space between ground textures

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188
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sweden
Hey,

I'm making ground polygons using photoreal textures. They are all 1024x1024, DXT3. Even if I use a single Plane divided into a number of polygons and use different textures on the different polygons, i still get spaces between them in FS2004. They should be considered 'as together' as possible in Gmax atleast because they are in the same plane.

I've done the .asm tweaking so they fit/blend perfectly with the ground scenery in Fs2004, but there is a small space between them thats mostly seen during approaches. Its shows the edges of the polygon more or less.

I've searched the forum and the only solutions i've found demands alot of extra work to get around that (making the texture a few pixels wider and then shrink it, or make a huge amount of small texture files). Is there any easy way to get rid of spaces between ground textured polygons?

Thanks,
 
if you've never experienced this; please let me know. i don't know if this is out of the ordinary or something that needs to be done thats common sense.

here is a picture as well showing the problem: (you'll see a white gap a few meters into the runway, that in the game is flickering)
 

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Hi,

This is an annoying FS2004 bug, but the only work around I know is to not use the outer ring of pixels from the texture. So you only map the inner 1022x1022 pixels and the outer pixel is not used. That also means you need to resize your texture to fit into 1022x1022 of course.
 
Hey there,

I experienced this too when I first made groundpoyls for FS9.
I applied the Unwrap UVW modifier and scaled it down a bit just liked arno suggested.
Normally you don't need to edit the texture itself, shouldn't be apparent when two pixels on each side are missing. You have to try out.
 
thanks for the replies.

I've tried to make the mapping a inch smaller, so far so good.
I used the UWV mapping and made it 0.999 instead of 1.0 (which would be 1/1000 smaller and would remove the last pixel, right?), and as far as i can tell the white lines are gone and most textures seems to fit together.

i didnt find a good way to use Unwrap UWV to get a consistent result, if you know wich tools to use in Unwrap i would appreciate if you can share.

feels a bit like it went to easy :)
 
Ok, it didn't work as good as i thought it would.

Can someone explain to me how to use the Unwrap UVW to get rid of the problem? I use Unwrap to map textures but i don't get how to use it in an easy way to make skip the last pixels in each polygon in the same amount.
a.k.a how to just use the 1022 x 1022 pixels in the texture?
 
Hi,

Instead of using UV coordinates like:

0.0,0.0
1.0,0.0
1.0,1.0
0.0,10

Try to map the four corners to:

0.001, 0.001
0.999, 0.001
0.999, 0.999
0.001, 0.999
 
you will see it when you 'edit' a UVW Unwrap modifier... they are in the lower left corner of the Edit window....
 
Hi,

Each vertex will only have two editable numbers.

1. Select the upper left vertex.
2. Change the two numbers at the bottom from 0 to 0.001 or 1.0 to 0.999.
3. Repeat 1 and 2 for the other 3 vertices of the square.

Hope this helps,
 
Sorry to bring this back up!

However, I also had the "line" problem, I seen this thread and applied what was given for advice. I still see the lines, my ground poly uses 13 x 2048x2048 textures and 3 1024x2048 textures.

Would I need to set my UV co-ordinates to 0.002 or 0.998 instead of 0.001 or 0.999 since my textures are double the normal 1024x1024?
 
Hi,

No, I would expect even a smaller values, like 0.0005 instead of 0.001 when you use 2048 textures. But on the other hand I think it will depend on the graphics settings if FS2004 displays the 2048 or not. So maybe it is save to use a 2 pixel margin and use the same values.
 
Hi,

No, I would expect even a smaller values, like 0.0005 instead of 0.001 when you use 2048 textures. But on the other hand I think it will depend on the graphics settings if FS2004 displays the 2048 or not. So maybe it is save to use a 2 pixel margin and use the same values.

Thanks Arno,

I will try it out once I sober up!
 
I will tell you this, if you are saving the texture file as a TGA (Targa) and then converting to DXT..etc in another tool it will create seams.
 
I still can't get this to work right, could some one save their uvw file so i can load it into mine if so that would help alot.
 
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