Jantemplar 0 Posted November 4, 2010 So, Seems like im posting every second day with a problem. Anyway, I have textured up a model in Oxygen, and got it, reasonable perfect, throw it into game or bulldozer, and it compresses. Its very weird, see images below: Greater than 100kb: Oxygen: http://i264.photobucket.com/albums/ii191/Jantemplar/paddywagon1.jpg Bulldozer: http://i264.photobucket.com/albums/ii191/Jantemplar/paddywagon2.jpg So yeah, theres a first time for everything. Any help would be appreciated, Thanks, Jan Templar Share this post Link to post Share on other sites
[aps]gnat 28 Posted November 4, 2010 Is it TGA? Is it ^2 in size? Share this post Link to post Share on other sites
[frl]myke 14 Posted November 4, 2010 Thats now guesswork but try the following: create a new Edit LOD, copy/paste only the fuselage in there (select by texture) and check again. I have an idea what it is but want to check this first. Share this post Link to post Share on other sites
Jantemplar 0 Posted November 4, 2010 Gnat;1781942']Is it TGA?Is it ^2 in size? It is TGA' date=' Its 2048 X 2048. Myke;1781973']Thats now guesswork but try the following: create a new Edit LOD, copy/paste only the fuselage in there (select by texture) and check again. I have an idea what it is but want to check this first. LOL? That actually worked, hmmmmm, weird. So after that, i went through and figured out that my untextured faces were actually causing this, which, is very weird, anyway, i textured them up and now its all fixed. Thanks for your help guys. Jan Share this post Link to post Share on other sites
[frl]myke 14 Posted November 4, 2010 It is TGA,Its 2048 X 2048. LOL? That actually worked, hmmmmm, weird. So after that, i went through and figured out that my untextured faces were actually causing this, which, is very weird, anyway, i textured them up and now its all fixed. Thanks for your help guys. Jan Had a similar case in the past once but wasn't 100%sure about. In the O2 screenshot i saw that the untextured parts looked like the UV mapping was stretched over several hundred tiles of a texture (can't describe it better). I had the very same issue once and scaling down the UV mapping to a handful of tiled textures solved the problem. I think it is called "UV coordinates too big" or something similar. Share this post Link to post Share on other sites