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MSFS20 Fence Texture Deforming

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us-texas
Does anyone know why this fence texture may be stretching like this? It is only happening at certain locations, and I try remodeling that section and it keeps doing it. I have tried single and double siding, to no effect.

Thanks!

Screenshot 2024-03-03 123929.png
 
No this is actually a custom model (scenery object) that wraps all around the airport.
 
I think the rule is that the entire mesh, as in the vector placed component, has to be a single node. I'd remembered reading somewhere that we cannot turn vector fences around a corner, but I think that only causes the doubled up support posts.
 
I think the rule is that the entire mesh, as in the vector placed component, has to be a single node. I'd remembered reading somewhere that we cannot turn vector fences around a corner, but I think that only causes the doubled up support posts.

Thanks Rick, this is not a vector model. Its a very large all around single model.
 
Does anyone know why this fence texture may be stretching like this? It is only happening at certain locations, and I try remodeling that section and it keeps doing it. I have tried single and double siding, to no effect.

Thanks!
Ya, I hadn't realized you are using a single mesh for the entire fence, definitely explore vector placement. As to your texture issue, that is likely a consequence of the texture UV mapping falling outside the MSFS acceptable range. MCX has a function that will reset 99% of those out of range coordinates.

 
Ok I now feel stupid! When compiling for MSFS texture parameters, I forgot the old FSX/P3D setting called Alpha Test Level! That was it, it was set at 4, raising it to 40 fixed the issue.
Additionally, MSFS seems to prefer double sided transparencies (?), so I tickled that....although I don't think that had much effect.
 
Ya, I hadn't realized you are using a single mesh for the entire fence, definitely explore vector placement. As to your texture issue, that is likely a consequence of the texture UV mapping falling outside the MSFS acceptable range. MCX has a function that will reset 99% of those out of range coordinates.

What's the name of the tool? Your link doesn't work for me.
 
Sorry, the link was a search result, this one should be cleaner. It really just describes the texture mapping issue and ways to prevent it. You'll still need to read the whole page, or click the "precision" link on the right.


The tool is Model Converter X. Here's a thread where Arno discussed developing and fine tuning the feature


and since that video link is broken, here's a new one.

 
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