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Building Shine Problem!

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4
Hey guys...

As i exported a few buildings for my airport noticed this shine problem with them.
Could somebody lead me to how to fix this please? I tried to research and i dont really understand the problem.

nzqgso.jpg


I know this shine could be managed by the specular bmp... Im using the Prepar3d sdk.
 
I am not familiar with P3D...

You might already know this, but if not... Make sure you drop the specular value in the material used....

TP_05.jpg


click on the color, and set the value to 30 or below by using the slider... 255 (default) and high values as such, make it VERY shiny..... I always bring building values to 25

I hope this is what you were looking for...
 
Yes, as mentioned already the specular color. A specular texture can be used to have different reflections based on the texture, but the specular color can also set the amount of shine for the entire material.
 
Hey,

Thanks guys, it worked just great! Cheers for your help! I didnt wanted to start a new topic so i might aswell just ask this here... Do you guys know why i get this black line in between the texture? Look at the pilar... Its 8 faces so i selected 4 and textured and then selected the other 4 and used the same bit of texture but why do i get this black line in between? On the mapping its not even touching the black background of the bmp...any ideas?

vqo7s7.jpg


thanks for your help!
 
Hi,

Does it only show in the distance or also from nearby? Could be a problem with the mipmaps. In the lower resolutions it could be the colors got blended a bit.
 
The problem is almost certainly the mipmapping.

When FS mipmaps textures at a distance, it takes pixels from surrounding areas and blends them with the central pixel. If that pixel is at the edge of the texture, it blends pixels from the *opposite edge* of the texture. If that opposite edge is a different color (like dark in your example), then you will see a 'line' appear at a distance.

The cure is to never texture things right to the exact edge of the texture - always leave a few pixels outside the texture mapping.

Hope this helps,
 
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