Got a problem or need advice?
6 posts • Page 1 of 1
I can't get rid of the seams in the mesh using the .x optimised tile exporter. (using the Version: 11.08 Pro
Build date: 13-Aug-2011)
nothing i do will remove seams (tilled .x output) .. i have tried clamping the textures(that narrows the line) , & they look fine any 2d app .
but any app i load the mesh into shows a hard seam . It looks like filtering is blending one side of the map to the other , yet i have turned off the filtering . no filter , no mip mapping .. i have tried the insturctions as above , and the output is the same.
2x2 tiles , and 4x4 huge , the outcome is the same.
the pic is a mix of shots , using a 4x4
it 's in the mapping some how.
i'll get a close here if i can now .
sey U & V clamping .
in my engine and in UU3D , my engine / tool , was doing proper clamping & after resizing texture to nearest power on 2 , was less apparent . but i went so far is to dissable all mip mappingand filtering ... so it wa sjust reaw immage , and what looked like 1 pixel wided wrap was going on ..
i have to edit the UV mapping in UU3d to get close to curing it ..
.. i'll get a shot ..
i have tried all i could finde here .. short of hand exporting each tile. .. my engine supports very large meshes .. nothing for 500k polys but split into tiles and then sub surface sin each tile it can cull out of sight parts .
for insanely huge lands.
but i get the lines. LOL
I've had a look at the mesh file outputs, and the texture coordinates seem fine. They're all in the range of 0->1, and there is no accidental wraparound.
This makes me think it's still a renderer issue, with the UV mapping mode set to GL_WRAP, not GL_CLIP_TO_EDGES (or whatever the DirectX equivalents are.)
I'll load the meshes in OpenGL to see if any seams are visible, and post back here with the results.
cool , i did shut off all clamping , and then turn it back on .
UU3D shows it on .x and .obj , and my own .obj importer is too stupid ..LOL .
any how been having fun with solid decimated meshes.
nothing i have shows the tilled terrain without seams .
i'll try loading in Max & blender , tomorrow. I had to get some coding done . LOL
i poped some shots of a single tile i exported via decimator .. was execellent quality .
I can't apply normals to a loaded mesh just yet .. pending a small update but thisis very cool without normals.
it would be cool if we could set a multiplication factor for uv set 2 . to use fo a sub detail map using multiply bright . LOL
way to far out in these shots to see it here. LOL
I will be recomending to the NF/NB coding community .
I'm gonna submit the meshes to the maker of the API i use to control D3D, but it is doing it in UU3D.
ok sorted i set the texture flags to 140 .
128: no mipmap + 4: clamp u + 8: clamp v
mip mapping was borking it .. as mip maps auto average their borders .. well mip maps in light map .. LOL
so no clipping and no mip maps = ok . .
dang mip maps .. but after having a look a the quality of a 50k tris mesh even without normals , it's what i was looking for as my engine can optimize the mesh into smaller bits on it's own inside ..
I'm just after making a whole world.. LOL , each tile will swap into view as the player moves.. was gonna do 128 x 128 .. LOL .
Any how i got it sorted .. , as i have to remember to apply same flags to shadow & light maps when not baked into diffuse.
Great stuff .. i can wait to start building some roads and such .. I'll be sending my users here for sure . A+ man .
6 posts • Page 1 of 1
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