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FSXA Dark edges around polygons

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us-florida
I'm trying to texture a 120m x 11m x 5m Tee Hangar 6 T's per side. Texturing the long side in one shot won't cut it if I want to keep the bitmap square, it just ends up a blurry mess. Tiling won't work because the right end of each side has extra space for the corner offices tucked into the opposite side's T.

So I decided to try making it 4 faces long and stacking each section on the bitmap, which gives a good level of detail and uses the square real estate to best advantage.

Unfortunately, in FSX, when looking down the long side at a relatively shallow angle (about 45 degrees or less) I see blurry dark lines where the poly edges are. And any time when flying as the angle is probably less than 45 unless looking straight down at the roof.

When the angle is more face on, the lines disappear and it looks great and seamless.

Interestingly the ends each have two faces and they don't get the lines. I'm pretty sure it has to do with the fact that the two faces are mapped to a contiguous section of the bitmap though.

There must be some way to prevent those lines, as aircraft textures are broken up like that all the time without that effect, I just can't figure out how.

Also I can see no visible effect with the night textures.


Using gmax - FSX Gamepack, Library Creator, and ADE to place.
 
Hi,

I think you are seeing issues with the mipmaps.

What is the size of the texture segments that is applied on the building? Does it cover the full width of the texture? If not, it should be a power of two, else you can end up with wrong colours in the mipmaps.
 
I think you are right, I just checked from a greater distance on the ground square on, and the lines did show up. Time to spend a while stretching the texture areas to fill the bitmap and remapping the model.

Thank you!
 
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