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FSX Can you weld co-located vertices in MCX?

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ca-ontario
I have an older FSX/P3D payware aircraft that I recently bought and wanted to make some repaints for it but I have run into some issues. It looks like there are polygons/vertices on the knife edge at the rear of the fin and rudder and on polys on the top and bottom of the radome on the nose that were not 'welded' when the model was made. When you try to apply a paint scheme to those areas they exhibit the classic problems found with co-located and non-welded vertices i.e. odd black shading on white paint, lines that distort and vary in width/direction when placed across the bad polys, distorted reflections and bloom etc.

I did a Google search to see if it was possible and kept getting this answer from 'AI Overview':


So it appears that it can be done, however, when I check both my release version and development version of MCX I don't see any of the features described in the AI response, I see no 'Vertex Weld Modifier', 'Editable Poly (Weld/Target Weld)' modifier, 'Collapse Tool' or anything else described in that search result.

Is the Goggle AI bot just being stupid as usual or is it actually possible to weld errant vertices in MCX and if it is possible how would I go about doing it? This would be easy in GMAX or 3DS Max and I have done it many times in the past with my own models but I don't have either program installed on this current computer so can only use MCX at the moment.
 
Before smoothing groups were well understood, some aircraft authors split the trailing edge of things like wings to avoid some bad shading issues. Yes, as you see it’s not perfect, but joining the two surfaces together usually led to even worse shading without going the extra distance to use smoothing groups. So I’m not sure if simply welding those vertices will do what you need it to do, but I guess it’s worth a try?
 
Yeah, I remember the long hours spent trying to get my head around 'smoothing groups'. Once it clicked my models got much better! I guess it may not be fixable unless I use MCX to back-port the model to a .3DS or .max file and do the job properly but that would mean reinstalling my modelling programs on this PC. It hardly seems worth the effort for a couple of paints I would look at occasionally as I do most of my flying from the VC.

It's a bit sad that the payware developer didn't catch the problems in beta though but I've had texture problems with this same developer with other models too. In that case it was multiple parts scattered across the same area on the texture sheet so you can't paint one part without the same colour appearing on other parts too. In that case things were fine if you were painting an all over low vis grey but trying to paint a camo scheme was impossible! :mad:
 
I usually come to the same conclusion – not really worth it.
 
MCX does not have any of the options that the answer mentions, so that sounds like a bit of hallucination.

I'm not an aircraft developer myself, what does it mean to weld them? If it means that within the same model part vertices that are equal (coordinate, normal and texture mapping) are combined, then that will happen at MCX optimization.
 
Also as other person said , if done a smoothing group there , there will be a large possibility of dark shadow polygon at sim.
Like you thought line there is Ugly this is same at model creator too.
Model creator thinks and should have tried the best I did those too .
Some of those has to be accepted since sim's graphic engine has a limitation.

If you think those are not good , please make from zero and spead the better model and change the world.
If you tried by a simple models , will notice those.

Also Technically vertex is not only a position.
It includes X,Y,Z position but also has a X,Y,Z direction of reflection and texture position X,Y by percentage.
If weld by X,Y,Z position , how can decide which is the one un needed?
There is a case line need a different smoothing groups like fuselage and wing root fairing.
This means can't do those automatically.
Has to think which is needed and which is not needed.
 
Correct Arno. Welding means to combine co-located vertices within a given part. This is usually done to improve smoothing between polygons within a part.

Another example is when you export a 3DS file from a BGL file all polygons are “exploded” into completely separate polygons. Welding the vertices will combine them back together again within each part.
 
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