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Weird black texture lines when zooming out.


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I just started making my own parts for ksp, and i just made my first engine.

To my surprise It actually worked great the first time i loaded the part up in ksp.

Just guessing my way around in blender and unity. :P

However when I zoom out ingame these black lines appear on my model.

and they disappear when i zoom back in.

aMxOxRh.png

1DghCi9.png

All though this model was just to figure out how to make an engine work, I'd like to avoid those lines in my future parts. :P

I thought it was a problem with the texture but now i'm not so sure, texture is .mbm but was made as RGBA png

as none of my other parts have encountered this issue using the same file types and same coloring techniques :P

The texture is colored way outside the uv layout,

so my guess was maybe something bugged in the conversion process .png to .mbm with the alfa channel ?

Being able to avoid this at an earlier stage then only noticing it hours into a game session and zoomed out would be great :P

I have no idea how .mbm files work that makes it appear to change with range or if its something else, I'm new to this.

I bet someone here recognize the problem right away.

Any feedback is appreciated.

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hm.. most of the light grey part of the engine is one continues island with about 5-10 pixels of coloring beyond the uv lines,

but the yellow/black striped part is about 10 to 15 px beyond that. don't think that should be to close.

Im looking at the UV map again now and somethings weird about it.

In my standard viewer it looks as one would expect but when i open it in my editor

the alfa channel seem to block anything beyond the uv lines unless you set it to ignore the alfa channel.

hmz..

BTW: I'm using an ancient version of paint shop pro. (PSP5.0) hehe.. from back in the days when 1.4Mb floppys still was the thing.

a rare gem of an image editor ^^ You sortof have to define your own filters. :P

......Yeh think i found the problem.

Looks like Paint shop pro 5 decided to layer the information outside the uv lines below/behind the rest for some reason,

and i'm just guessing blender/unity didn't like it and decided that, that's a black color :P

And it indeed is as you say it's picking the pixels right outside the uv lines when i zoom far enough out.

So a paint shop pro 5 bug. ..Great. :( Although my other texture maps seems to be ok. hm..

User bug then probably. doh!

Never mind.. :P

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Just as an aside, the way you've unwrapped that part of the mesh isn't the best in my opinion. If it was my mesh I would have unwrapped that part as a whole (or two islands) without all the cuts near the narrow end. What you did there is really only useful for spheres and similar meshes.

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Yeh.. I've been experimenting a bit now on different ways to unwrap some parts unfortunately i'm pretty new to blender and this shows in my parts. =D

I'm a numbers guy, and when drawing in any program that has a "command line" type of ui option, I tend to type instead of using my mouse pointer.

I'd like to specify exactly how long my lines are and exactly what angle and so on directly instead of roughly estimating while moving my pointer around.

I've been using auto-cad and similar programs for designing mechanical parts, electrical layouts and schematics, on and off for about 15 years.

My ocd is getting the better of me when messing around with what seems to me to be rough estimates in blender. *?

Might not be strictly necessary for ksp parts but still ..preference.

I'm still learning how to use blender though, so i'm not excluding the very high probability of being able to find ways to improve.

hehe :P

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I'd like to specify exactly how long my lines are and exactly what angle and so on directly instead of roughly estimating while moving my pointer around

.....

My ocd is getting the better of me when messing around with what seems to me to be rough estimates in blender...

I think that's right. I do that too when necessary, but unless you plan on adding texture detail that has to be oriented the right way or something then in this case it's not necessary.

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