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Texturing Problem

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unitedkingdom
Hi All,

I'm using FSDS3 to create some large industrial buildings with photo-textures, everything works ok but when I slew away from the buildings in FS2004, I see some kind of black shading appearing from the horizontal vertices (roof edges and ridge) and growing larger as I slew further away, if I go very close it almost disappears. It doesn't seem to be restricted to horizontal vertices, I have black lines down the vertical ones too, but to a much lesser degree and they don't appear to 'grow'.

I don't think there's anything in my textures that's causing it as the buildings are generally a very light grey colour, so I assume it's something to do with my models, I'm a bit unsure as to how to use the specular/emissive colours etc, so maybe it has something to do with that ?

Any ideas ?

Thanks
 
Hi Alan,

It is hard to tell you what it really is, without seeing the problem, but to me it sounds very much like a pattern that you often see when watching textures from a distance. In that case the detail of the texture has to be scaled down to less pixels on screen and for some types of textures this process results in lines in the texture.
 
Hi Arno,

Thanks for that, I've attached a screenshot so you can see the problem, but I think I see what you are saying. The textures are corrugated metal and do contain a series of parallel dark and light lines, but the resolution is such that it doesn't cause the usual 'shimmering' with parallel lines.

If whay you say is correct then it doesn't seem l can do much about this and that it's just a factor in the way FS dispays textures at a distance :(

Cheers
 

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Hi Alan,

I think it indeed looks like the problem I tried to describe. Do you have mipmaps in your texture, that might prevent the problem a little bit, but which textures that have a lot of narrow lines on them you will always keep it a little bit.
 
Alan

Do you have a black background to your phototextures, and are you selecting areas immediately adjacent to the background or to the edge of the image when applying the textures?

I think I've encountered similar issues, and found that the best solution is to leave a border (usually just one pixel but you may need more if you're using mipmaps) of the same texture outside the 'selected' area - or use a background colour which is very similar to the general colour of your textures.

Chris
 
Hi Chris, Arno,

Thanks for that, indeed the backgrounds are black and I have the selected areas about one pixel in from the edge of the texture area for exactly that reason, but I didn't realise that this may need to increase for mip-mapped bitmaps which they are, I suppose it's logical really, as the mips blurr the texture for increased distance there's gonna be a degree of 'bleed-over' from the surrounding pixels. I'll try moving the selected area further away from the texture edges and see if that helps. I have actually had this problem once before but I couldn't for the life of me remember what was causing it :confused:

Thanks for your assistance guys.
 
Hi Alan,

Why not move it towards the edge? I usually don't leave any pixels between the edge and the part of the texture I want to map and that works fine.

Another option might be to change your background color and let it match the average color of your texture.
 
Arno, Chris,

Many thanks for your help on this matter, I have now changed the background colour to the general colour of the textures and everything works fine.

When I looked at the bitmaps again I noticed that when I'd changed the original 1024 x 1024 file to a 512 x 512 file, they developed a very dark line of just one pixel around the edge of the Grey buildings so I think this was the real problem, but I feel the suggestion of setting the b/g colour to that of the general texture colour is a good principle and I'll be using that method from now on.

Cheers guys :D :D :D
 
Hy
Can you help me?.I have a egual problem.See the enclosed.Whot is the solution??
Thank you
 
Last edited:
Desert, I believe you are using GMax which has a different texturing system to FSDS, so this forum won't help you!
 
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