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FPSC Classic Models and Media / black stripes on model

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ctm
19
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Joined: 25th Feb 2005
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Posted: 26th Feb 2006 20:56
I made a starshipmodel in milkshape.

If i use it with quick lighmapping in FPSC it looks normal but when i built a level with full lightmapping i had ugly black stripes on the model.

My question: is this a milkshape or a FPSC problem.
Is there someone who had the the same problem?

Here 2 pics. One with quick and one with full lightmapping:


SpyDaniel
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Posted: 26th Feb 2006 21:02
It could be the fact that the full light mapping is making shadows on the model edges. Try testing this by placing a cube next to the ship, and use full light mapping. If the cube is normal, then its fpsc having problems mapping shadows on the ship.
=ChrisB=
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Posted: 26th Feb 2006 21:24
Watch out for shaders
Avenging Eagle
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Posted: 26th Feb 2006 21:59
Nice model, at least someone knows how to wrap textures, unlike me....

AE

Origin says i'm l33t

ctm
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Posted: 27th Feb 2006 00:52 Edited at: 27th Feb 2006 00:54
@Higgins
Thx, i'll try that.
I have made lots of tests yet. I tried different export versions, and smoothing, unweld/weld options in MS3D.
After some glasses of wine i had the idea to try to concentrate on the problematic areas of the model only (not all polygon edges are locking wrong). Maybe it helps to unweld/weld the problematic areas separate.
But that has to wait until tomorrow

@=ChrisB=
Shaders for entities ?

@Avenging Eagle
Thx
This model is my first realy complex model. It was'nt hard to make it (maybe 3 evenings) but the UV map and the texture took me more than 1 month to make. Was lots of try and error and a realy bad workflow. I hope that gets better because if every model takes that much time my game will never be done
himynameisali
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Location: England, You...Rastards!
Posted: 27th Feb 2006 22:33
I think thats well cool!
ctm
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Posted: 1st Mar 2006 15:51
Thanx Mutt

I gave up to find out whats the problem with the lighmapping.
There is a stockmodel in FPSC that has exactly the same problems with full lighmapping. It's the scifi/corpseA. This model should be a 3ds max model. For that reason i think its not a MS3D problem.
NIK
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Posted: 1st Mar 2006 16:20
Cool Model

I don't build levels for the money, I do it as a hobby.
NIK
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Posted: 1st Mar 2006 16:21
I mean (sorry for double post)

I don't build levels for the money, I do it as a hobby.
Reality Forgotten
FPSC Reloaded TGC Backer
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Posted: 1st Mar 2006 16:24 Edited at: 1st Mar 2006 16:25
nice man very nice, ctm is my new hero of the moment

"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
-- Winston Churchill
ctm
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Posted: 1st Mar 2006 16:49
Thanks for the compliments
Sinistar
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Posted: 1st Mar 2006 23:50
I have the same problem with my gravestones. If you switch your ship to non-static it should loose the lines.
bond1
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Posted: 1st Mar 2006 23:55 Edited at: 1st Mar 2006 23:56
Yeah for some reason static models and lightmapping don't always work out well. The more complex the model the bigger the problem. Something box shaped with sharp corners isn't much of a problem. But curved surfaces can be a problem for some reason, check out the urinal from Model Pack 1, set it to static, and place a light...

Sinistar's right, setting the model to dynamic will fix it, not an ideal solution, but it works.

---------------------------------------------------------------------------------------------------
My FPSC stuff at http://hyrumark.zftp.com/FPSC/hyrumarkfpsc.htm
=ChrisB=
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Posted: 2nd Mar 2006 00:38
No, i mean don'r use ANY shaders. or, more specificly, go into settings and make sure shader effects are turnned off.
KeithC
Senior Moderator
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Posted: 2nd Mar 2006 02:29
I don't think he's using any shaders Chris; I think it's just a straight texture map. Does FPSC support shaders?

-Keith

Deadwords
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Posted: 2nd Mar 2006 05:30
KeithC, yes FPSC supports shader.

Nobody can hear you scream ... you're on a forum!
ctm
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Posted: 2nd Mar 2006 12:20
Thanks for your answers Sinistar & bond1 hyrumark.
At first i thought there is something wrong with my model but now i know it isnt

I did know that a non static entity isnt affected by the lightmapping. I'll have to try if the static or the non static model looks worse.

@chris
Now i understand what you mean. But no, i didnt build the testlevel with "full shaders".
I dont use that feature since the release of V1 because my GeForce 4 ti doesnt support shader 2.0 and later versions.

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