Jump to content
Sign in to follow this  
x3kj

UV's messed up ingame

Recommended Posts

###SOLVED###

I have a problem, for some reason my UV's are missaligned ingame. Also, some UV-faces are squashed.

It all looks fine in Max and Bulldozer as well, but ingame its fucked up...

If you look closely you can see severe texture stretching on the left side of the hatch, but there is absolutely no flaw in neither Bulldozer nor Max...

ingameabkwg.jpgbulldozer00kc2.jpguveditor13kap.jpgmaxresqjji2.jpgmaxuvy1jbv.jpg

(left to right - Ingame, Bulldozer, O2 UV Editor, Max Render, Max UV Editor)

I tried both 3ds and fbx import, no difference.

Also, here is an extreme case of missallignment on another model

extremeu2k6j.jpg

These are all just temporary/test textures but even so... WTH?

RPT log is clean (no "UV too small/big blabla")

Edit:

Actually, i was fooled by Bulldozer. Things are even more strange. For the Bulldozer picture i copied the Hatch to another LOD for seperation...

You'd think it wouldn't make a difference?

fullr7jpa.jpgseperatedqskhp.jpg

Left is the Full LOD 0 (other stuff hidden). For the right picture i copied the offending parts to an empty LOD 3 (from the Full LOD). What the fuck?

O2 UV Editor for both are identical, both LOD Properties are identical, both had Recalculated Normals.

I copied the entire LOD 0 to a fresh LOD - still fucked up.

Edited by Fennek

Share this post


Link to post
Share on other sites

You could try to check and make sure that there is only 1 UV Channel and that all the pieces of the UV Map are right (THE SAME AS IN MAX) using the in built Oxygen UV Editor.......a screen shot of the O2 UV editor may help.

Didn't see you already posted a pic of it

Share this post


Link to post
Share on other sites

As you can see from my screens, the UV's are the same as in max. I don't have a second UV Channel.

Also, if something would be wrong with the source mesh right from import, i wouldnt be able to get a OK-looking copy i think (see my first post edit, you might have missed it).

Share this post


Link to post
Share on other sites
As you can see from my screens, the UV's are the same as in max. I don't have a second UV Channel.

Also, if something would be wrong with the source mesh right from import, i wouldnt be able to get a OK-looking copy i think (see my first post edit, you might have missed it).

What happens if you copy the previously separated parts that seem to be correct back into the main LOD?

Share this post


Link to post
Share on other sites

are you using any normal maps anything like that? I've had similar issues and found it was the normal map, not sure how that works...

Share this post


Link to post
Share on other sites

out of the back of my head.

1. do you have other UV islands outside the 0-1 UV space (the square) for the model you are exporting?

2. do you collapse the UVW Unwrapp modifier before the export (wild guess).

3. can you post a side by side comparison image of the UV editor (3ds max and object builder?). If you overlap them do they fit?

4. make a test creating a texture and keeping the layer with the UV islands contours on, so you can note the misalignment. I can see the difference but i cant put my finger on it

5. what sort of texture file format are you using before the paa convert for buldozer? Does the DX viewport (TGA texture) shows it ok?

Edited by PuFu

Share this post


Link to post
Share on other sites

I think i found the issue.

As you can see from my ingame pic, it's a WIP model, so not everything is finished. I copied parts into a new LOD as long as it would mess up. It turned out, that all the textured parts of the model where OK. But some parts that where not unwrapped messed with already unwrapped&textured parts, for whatever reason.

moral of the story: always apply a basic unwrap modifier to any geometry you want to export to arma even if only temporarily so it doesnt blow up other parts

are you using any normal maps?

Happened with and without using an rvmat with normal.

@Pufu

Collapsed UV modifier, and regular 24bit TGA before .paa

Edited by Fennek

Share this post


Link to post
Share on other sites

Hmm, glad you solved it, personally to me it looked like some sort of mip map issue and not enough padding on the texture itself.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×