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granQ

Model cause ctd and textures "jump"

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This is very strange and I have no clue what is causing it so its impossible for me to fix it.

Friend did a model of a bridge, its around 2000 faces/points and only 2 sections.

I made my own texture on the bridge, 1024x1024 that covers 99% of the bridge.

It looks great ingame, it looks fine in buldozer.

Now for the road I applied a BIS road texture so it would be the "same".. now what happens is that it looks great in oxygen. In the uv mapping but becomes stretched in buldozer.

I copied the part of the bridge which is the road to a new lod. Look in buldozer, its perfect, put it back to first lod. It becomes stretched.

Suddenly it start to crash Buldozer and ingame as well. I copy/paste a little bit, get it working in buldozer but still causes ctd ingame. Any idea at all of whats going on?

Sometimes also the "bridge" texture fills the road, and sometimes the road fills the bridge. So the model just use one texture (in buldozer), yet in oxygen you can clearly see it uses two.

Can upload the model if someone wants to take a look.

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Could it be properties of road section is always on surface maybe ? so texture is flipping to ground then to bridge road ?

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Damn, you're not the only one granQ. I spent *5 DAYS* with the same CTD crap as you... i'm converting some OFP stuff.

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i noticed.. thats why i wondered what was "texture format" thing?

Mine is made from scratch.. so have nothing special (as far as I know)

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EDIT

Hi i added property to the geometry Map House and it works ( only tested inTOH sorry i dont have vanilla arma2 loadedd) and also removed memory point property onsurface

hope it works for you

Edited by Thromp

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Texture format - well, thats an issue if an old .pac is used, that is not relevant to your case. Check rvmat texture links, binpbo paths under Options, etc.

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In the uv mapping but becomes stretched in buldozer.

This road texture... how'd you map it into the bridge model?

Did you select the poly's in the bridge model and then remove the bridge texture and replace it with the BIS road texture? At the same time did you point them at an .rvmat?

Or, did you duplicate (or create) new poly's into the bridge model at the same location as (or very close too) the current bridge poly's and map these to the BIS road texture/rvmat?

If perhaps you have done the 2nd method that's not a good method. For 2 reasons... you'll quite often get visual 'popping' and the engine often gets confused about the what 'character' it should use from CfgSurfaces/CfgSurfaceCharacters etc.

Also, a number of the BIS road .rvmat's use transforms in the stages to stretch one or more of the stage textures to the appropriate sizes the .rvmat was created to work with in the first place. If perhaps you are using an unaltered BIS road .rvmat but pointing it at textures that it was not originally pointing at and they are of a different dimension you may experience undesired stretching effects.

Stretching only comes from 2 places... diproportionate UV's in the main model or the UV transform in an .rvmat.

Edited by Synide

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gnat solved this for me with the agusta 139 helicopter

export the model as uni BIS TXT file then import the tx file and save as p3d

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Note that exporting and importing will get rid of all of your LOD named properties :)

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Hi

i can tell you when i looked further , i can make clarity on this posts and why they are both correct and although its a solution , its a bit drastic to fix , good as last resort if you cannot single out the actual finite problem.

gnat solved this for me with the agusta 139 helicopter

export the model as uni BIS TXT file then import the tx file and save as p3d

because

Note that exporting and importing will get rid of all of your LOD named properties

and as the problem in this model was that there was a property in the vertices of the memory onsurface that make it crash , well export as text and import would delete this property and everything else , it is a fix but the correct fix would be simply remove the property of the memory points only in this case.

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