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BAT Help - Texturing Issues

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The lines don't contour the model. I think it's because there is a box uvw map on it, so the texture is put on as though it's a cube. The lines going up the box should remind you of the bars in DNA. The shading from the model follows the true shape of the model, but the way that the texture is mapped on there is like it's still a box.

The texture is big enough to cover the whole model, and it does cover the whole model.

I think you might be right about the angle, it's hard to tell. I know that I twisted it in the wrong direction though, lol.


02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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The lines don't contour the model. I think it's because there is a box uvw map on it, so the texture is put on as though it's a cube. The lines going up the box should remind you of the bars in DNA. The shading from the model follows the true shape of the model, but the way that the texture is mapped on there is like it's still a box.

The texture is big enough to cover the whole model, and it does cover the whole model.

I think you might be right about the angle, it's hard to tell. I know that I twisted it in the wrong direction though, lol.


02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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The lines don't contour the model. I think it's because there is a box uvw map on it, so the texture is put on as though it's a cube. The lines going up the box should remind you of the bars in DNA. The shading from the model follows the true shape of the model, but the way that the texture is mapped on there is like it's still a box.

The texture is big enough to cover the whole model, and it does cover the whole model.

I think you might be right about the angle, it's hard to tell. I know that I twisted it in the wrong direction though, lol.


02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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I've thought about this a little...how about a different approach in the model itself. I havn't tried it to see if it would work but it might.  Given that the pylon is 24 individual sections...

1. Model one section and clone/array that section to create the 24 sections.

2. Group the object and twist the group accordingly.

3. Ungroup the object and apply a texture to each section to acheive the look you going for.

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I've thought about this a little...how about a different approach in the model itself. I havn't tried it to see if it would work but it might.  Given that the pylon is 24 individual sections...

1. Model one section and clone/array that section to create the 24 sections.

2. Group the object and twist the group accordingly.

3. Ungroup the object and apply a texture to each section to acheive the look you going for.

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I've thought about this a little...how about a different approach in the model itself. I havn't tried it to see if it would work but it might.  Given that the pylon is 24 individual sections...

1. Model one section and clone/array that section to create the 24 sections.

2. Group the object and twist the group accordingly.

3. Ungroup the object and apply a texture to each section to acheive the look you going for.

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This is what I would suggest:

I tried to recreate your problem and found that a simple solution would be to just change the twist from 90 degrees to 45 degrees (I think that in the pic it is probably between 45 and 90). As you can see in the pic below, the texture turns out correctly.

Any deviation from 45 degrees will produce your problem...of course it gets worse the further from 45 you go.

post-121634-12985075955957_thumb.jpg

JS_TrafficNoiseMod.zip

post-167598-12985075959565_thumb.png

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This is what I would suggest:

I tried to recreate your problem and found that a simple solution would be to just change the twist from 90 degrees to 45 degrees (I think that in the pic it is probably between 45 and 90). As you can see in the pic below, the texture turns out correctly.

Any deviation from 45 degrees will produce your problem...of course it gets worse the further from 45 you go.

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This is what I would suggest:

I tried to recreate your problem and found that a simple solution would be to just change the twist from 90 degrees to 45 degrees (I think that in the pic it is probably between 45 and 90). As you can see in the pic below, the texture turns out correctly.

Any deviation from 45 degrees will produce your problem...of course it gets worse the further from 45 you go.

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The texture problem is still there when you rotate it less.  You can see that it is either titled 45 degress like at the top, or 90 degrees at the bottom, and that half way down the side there is a line that seperates what direction the lines are in.  I realized that this line was the "invisible" line that breaks the rectangle into triangles (everything is actually a triangle).  So what I did, is I put in 100 height segments, and 25 width and length segments, and it seemed to fix the problem.  In a round about way, this is what budweiserdude was suggesting.  Now it's probably easier to see what the problem was in the first place.

pylonprev2xl1.jpg

Thanks for the help.  Now it's time to fix up the textures, and to add the base.9.gif


02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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The texture problem is still there when you rotate it less.  You can see that it is either titled 45 degress like at the top, or 90 degrees at the bottom, and that half way down the side there is a line that seperates what direction the lines are in.  I realized that this line was the "invisible" line that breaks the rectangle into triangles (everything is actually a triangle).  So what I did, is I put in 100 height segments, and 25 width and length segments, and it seemed to fix the problem.  In a round about way, this is what budweiserdude was suggesting.  Now it's probably easier to see what the problem was in the first place.

pylonprev2xl1.jpg

Thanks for the help.  Now it's time to fix up the textures, and to add the base.9.gif


02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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The texture problem is still there when you rotate it less.  You can see that it is either titled 45 degress like at the top, or 90 degrees at the bottom, and that half way down the side there is a line that seperates what direction the lines are in.  I realized that this line was the "invisible" line that breaks the rectangle into triangles (everything is actually a triangle).  So what I did, is I put in 100 height segments, and 25 width and length segments, and it seemed to fix the problem.  In a round about way, this is what budweiserdude was suggesting.  Now it's probably easier to see what the problem was in the first place.

pylonprev2xl1.jpg

Thanks for the help.  Now it's time to fix up the textures, and to add the base.9.gif


02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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I have a wierd problem that i can't figure out

fineve5.jpg

After preview:

wavesbp9.jpg

It gets these wavy grey lines on it. I have no idea on how to fix it

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I would also like to know if there was some way to add animated pics as to create video ad's?

Or even using the Bat's animation to create a picture slideshow?

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I'm pretty sure the animation feature in gmax doesn't work.

But it is possible to create animated props, although it's very time consuming.  First, you need to animate something, which alone takes a lot of time.  And then you'd need to manually export them all, and edit all of the files together into the animated prop.  I don't know how it really works, but there might be a tutorial on it around, or at least someone has indicated that the know how, and you could ask them.

I don't know how to fix your earlier problem though.  Maybe you can reset the lights in the scene?  Go to the tab with the hammer on it.  Go to BAT, and then under the parameters roll out there should be something about reseting the lights.


02Sxlbs.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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I've reset the lights,LODS,xref scene and nothing.The thing is that the wall is part of a larger building and the other textures work fine except for this son of a gun.This is the only problem standing in my way of rendering and I'm ripping out my hair!!

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can we see what your UVW Mapping settings are? I've not run across this problem before either. I'd try applying a different texture to the object to see if it still has the same effect....at least that way you'd know if it was the texture or a setting.

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you didn't by chance mirror those walls did you? Squirrley texture issues occur when you mirror anything.

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I changed the texture - same problem

uvwgl2.jpg

I highly doubt that I used mirror because that button 

is at the bottom of the modifier menu and I usually use

the top part only

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Try to redo the wall and then texture it. How big is this wall, 31x74 ?

Could you show us a problem with the gizmo choosen. (Press the plus in front of UVW Mapping)


PCk4tXG.jpg

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one thing, I always do is make sure the MAP is the last thing you place on the object. Right now you have the MAP placed, followed by Edit Mesh...I'd switch those around, sometimes the order seems to mess things up

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I made a new wall without the uvw and mesh but it still has the waves but the thing is 

that it only happens with this model.I started an untitled project, made the wall with the

exact same features and it came out fine!

Switching the edit mesh also didnt do anything.

I have some reason to believe the size of the whole building is the main influence because

now the textures on my roof junk are not appearing now.

Maybe this could prove useful - the polygon counter is at 264712 poly's

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I find that when I have more than 200,000 polys I tend to loose textures when I have any pieces grouped together in the model. So I ungroup until nothing in the model is grouped. I doubt that is the issue with the ripple however. How big (in tiles) is your building?

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Width - A little over 6 tiles
Length - 6 tiles
Height to roof is 213m
The building is heavily detailed but i dont know if it relates to the issue

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that doesn't sound too big....I'm out of ideas. There is only one other thing I might try. Earlier you said that you successfully made the wall as an untitled project and didn't have the problem with the texture. I might try to save that wall and merge it into the project your working on and see if you have the same problems....otherwise, I'll keep my thinking cap on and see if I can think of something

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Merge Unsuccessful.

Is there any possibility that wall isn't inside the lods.

What would happen if an object wasn't inside a lod anyway?

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well if you hit the reset LODs button then your entire building will be inside the LODs. I haven't done too much with making bats that lie outside the LODs, but I believe the general idea to be that your building can be outside the LODs to some extent before it starts messing up with the way the model is projected onto the LODs. Simcity just imports a square (unless you have custom LODs that are other than a square) that represent your building in the game and then simcity projects the pictures from your render onto the sides of that square. Your building can be outside to some extent before it starts to make your projection look wierd.

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On this wall...is only the one side visible in your model...if it is you might try to detach that face (edit mesh, select face, and then detach) then apply the MAP to only that face...I really have no idea what is going on though.

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But obviously 6 tiles isn't anywhere near exagerated so that is out of the question.

It's 3 AM here so I gotta hit the sack.Maybe tomorrow will produce better results.

I'll hope to be seeing more of your opinions Mr. Jedi

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