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Texture problem

Posted: Fri May 30, 2008 4:50 pm
by trainmaster611
I was messing with the anakin fighter a little bit (I was changing the R2D2 droid) and after I finished, I reapplied the appropriate tga texture (there was only one highrez texture).

I didn't change anything with the ship itself. But rep deleted some of the giant collision balls surrounding the fighter. Now some of the textures look a little bit skewed.

Where the cannons that run up the length of the ship are, there's some stretched skin there, along with at the nose of the ship, and near the laser cannons are.

In game, the default fighter doesnt have any of these stretched pieces, but when I reapplied the texture they do.

Here's some pics

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Could someone tell me what I could have done wrong?

Re: Ttexture problem

Posted: Fri May 30, 2008 4:55 pm
by RepSharpshooter
delete the collision geometry that is right on top of the lod mesh. It looks exactly like it but has screwed up uvs.

Re: Ttexture problem

Posted: Fri May 30, 2008 8:34 pm
by trainmaster611
When I'm selecting the collision geometry polygons, how am I supposed to differentiate the collision geometry from the real mesh?

Re: Ttexture problem

Posted: Fri May 30, 2008 8:39 pm
by Caleb1117
Only by weather or not it looks messed up, or if it causes the model no not have the right shape in that spot, for instance, when I edit player models the Shadowvolume mesh, (cause players need no collision) on the hands is a square, which hides the fingers inside of it, that plus the messed up UVs, makes it easy to spot. So just select the polys, (easiest way in your case, is with the tweak tool) then delete them, it should leave the properly textured LOD mesh which is just under it.

If when deleting polys with the Tweak tool, the whole mesh gets deleted, undo, and swap to Rectangle Select - Polygons, it should keep the same selection, then delete.
It's just something that happens every now and again when using the Tweak tool like this.

BTW shortcut for Tweak should be M.

Re: Ttexture problem

Posted: Fri May 30, 2008 9:09 pm
by FragMe!
Similar to what Caleb said select a poly that looks bad (pressing U so it just does single selection is best)
To make sure it is the right poly try moving it. if it is the right one press shift+ until the number counter at the bottom of the screen stops incrementing. Press alt-delete to get rid of them. If it wasn't the ploy you wanted just undo and try another one. Continue until all the collision polys are gone.