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Tiling Seams


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#1
deadrockstar

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Does anyone else have problems with seams when tiling? It seems every second model I use tiles with a transparent seam, although they have perfectly lined up textures. I'm assuming that if the artists went through the hassle of making sure the textures lined up perfectly that they must be intended to tile? I also get some weird 1 pixel holes or lines in some of the model's textures, without even considering tiling.

Am I alone in this? I can't seem to find anything on it.

Something a little unrelated. When copying and pasting several selected models, the second-to-last model I selected never copies over. I'm used to working around by making sure the second-to-last model selected is never one I wish to copy, but it is getting rather bothersome!

Modifié par deadrockstar, 15 décembre 2009 - 04:20 .


#2
deadrockstar

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Ok, I'm going to update this with a couple pictures to show exactly what I mean.

Two identical wall pieces placed by snapping to grid - the second piece placed from a copy and paste, moved on one plane only: http://img.photobuck...ie/seamopen.jpg

As above, but the second piece moved back towards the other on one plane only with a snap to grid of 0.01: http://img.photobuck.../seamclosed.jpg

To me, it looks like the first picture is lined perfectly but it has an open seam in the texture. In the second, the seam is completely closed but there is a mis-alignment of the textures which looks awful ingame.

I've tried this with a variety of model sets - the problem seems confined to each set. If it works on one model, it works on all in the set. If it doesn't work on one, it won't work on any of the others.

The two I would really like to use that I'm unable to are the Fereldan Castle and Tevinter sets (internal and external). Am I missing something? Am I not supposed to be able to align these sets? How on earth did the level builders for DA:O manage then?

Sorry for bumping this, but it has brought a complete and utter halt to my level designs. I don't particularly want every interior to be chantry based - ha!

Modifié par deadrockstar, 16 décembre 2009 - 12:38 .


#3
FalloutBoy

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deadrockstar wrote...
How on earth did the level builders for DA:O manage then?


I plan to d/l the level files from the OC tonight because I've been wondering the same thing. I am hoping it is easier to cut-and-paste together pieces of levels that have already been tweaked to look good by professional artists.

#4
deadrockstar

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What a great idea.. so I've been for a look =P

Den011d.lvl makes extensive use of a wallpiece called fdi_dunwall01_0 which, despite being a single piece, has a noticable seam/mis-alignment down the middle. It looks like my second picture above:

http://img.photobuck...dunwall01_0.jpg

So is that the trick? There is also quite a bit of pillar use to cover the joining of two seperate pieces, which is understandable. It doesn't help much when your wall pieces already have half pillar pieces that don't align. Further investigation is needed!