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Thread: Black lines and screwy UV mapping?

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  1. #1
    BM309K58SMERCH's Avatar Centenarius
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    Default Black lines and screwy UV mapping?

    I was thinking about bumping this thread, but then I thought it is unrespectable to bump a 5 year old thread that has (presumably) been solved.
    Anyway, I have the same problem as mentioned on the other thread: Black lines on the sides of the model, and weird UV mapping.
    Spoiler Alert, click show to read: 


    (They're not nude! This is just debugging. If this is against the ToS, then I will replace it with another.)
    (PS: I didn't detail the genitals, I'm not that sort of person.)


    The shield has a red swirl to the right, and a strange dark circle around the rim from the left. The black lines are visible on the head and the sides of the models' bodies. Even though I am going to dress up the models soon, I want to remove the black lines. I cannot progress.

    Any help?

  2. #2

    Default Re: Black lines and screwy UV mapping?

    Did you save the .dds with mip-maps enabled? I think that could be one cause. You could also try scaling the uv maps down to 95%. Both should fix it.

  3. #3
    BM309K58SMERCH's Avatar Centenarius
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    Default Re: Black lines and screwy UV mapping?

    Yes, MIP-maps are enabled. They have always been enabled, and it has always worked (until now).
    But the UV maps are correct! There is no need for scaling! I double-checked them three times over, and there is nothing strange.

    Shield UV mapping:




    Body UV mapping:



    (The circled place is where the black line appears in-game)
    In addition to that, I DID scale the UVs by 95% while testing, but the model was invisible ingame.
    I uploaded the all the required files (models, materials, text entries) as an attachment.. Nevermind the mindless names, I am still developing, so it's okay.
    Attached Files Attached Files

  4. #4

    Default Re: Black lines and screwy UV mapping?

    I had the same problem, the UV's looked correct, the only way I could fix it was to scale the UV's which is why I suggested it. Lets say you filled all the black area around the texture with red, and tested in game, I'd bet those black lines become red ones.

    You could also try saving without mip-maps just this once, I think I read somewhere that this also provided a fix for just the same problem. Also if you've scaled the UV's to 95% and the model became invisible, the coordinates probably changed to a blank spot, that happens a lot with Ms3D's texture coordinator.

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