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GMAX Invalid Texture Coordinate

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unitedkingdom
Please help as I am tearing my hair out. I am building an airport for FSX with custom buildings. I had no trouble with the first building to export to FSX. However, the second one I am trying to export I receive error messages relating to two parts "Invalid Texture Coordinate in..." I cannot find anything in the help section or on the internet as to what is wrong or how to correct it.

I am using Windows 7 Home Premium with Gmax and the FSX Gamepack.

Thanks.

Dave.
 
Only a guess (have never had that message before)

I would select the part in question, and re-UVWmap and re-UVWunwrap the faces.
 
I have re-UVWmap and re-UVWunwrap the faces of the object as suggested but I am still getting the same error message. I am totally baffled by this. Any other suggestions?

Dave
 
Hi,
If it's not a strategic file, may be you can share the .gmax file to help us figure out the issue
 
Hi,

Just to let you know that I have managed to resolve the issue. I removed the two conflicting items from my model and rebuilt them as it was easier. The model has exported fine now. I still do not understand what went wrong but it would appear I messed something up when I built the sub-models and textured them. I can now move on to the next part of my scenery project.

Thanks for your suggestions and offers of help.

Dave.
 
I've hit this problem many times, and right now I am suffering problems with a single box, that has 3 length segs I have extruded from the segments to create the shape I want, but as soon as I start mapping the textures - and exporting the selected item each time, I hit this problem. I noticed that when one extrudes, the application of the texture can change direction. i.e. I have two flat faces on which I want to map a texture that has some lateral lines. After mapping, one face has vertical and the other horizontal patterns. I mapped them separately and the problem goes away, but then the export fails. I am on the second redraw of this component, so I guess the problem is at least reproducible.
 
I've found a way of finding and deleting invalid coordinates. By selecting the whole component that is having the problem, so that all the faces are highlighted, and then go through the procedure as if one was going to remap the coordinates, I discovered that I had vertices way off in space with values of 9999 as one of the tree coordinates. Whilst you can't delete the vertices, you can edit the 9999 to become 0. Once done, the texturing looks normal, and the object will export.
 
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