• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Ground poly Issue...

Messages
1,964
Country
unitedkingdom
I have these strange slice marks on my ground polygon; I have never seen them before and can't work out what's caused them. I was thinking the ground polygon converter perhaps?
 

Attachments

  • 2013-1-3_13-59-59-718.JPG
    2013-1-3_13-59-59-718.JPG
    186.4 KB · Views: 430
Texture mapping, with Mip maps.

Move the UVmapping in from the corners about 5 pixels.
 
Oh right? But the entire ground poly is sliced, and there are about 4 layers there split... I think it happened since the addition of the noise overlay, I'll redo it to see. Thanks.
 
Texture mapping, with Mip maps.

Move the UVmapping in from the corners about 5 pixels.

Just a question: this could happen also on 3D object using UVmapping? Would mean that for the texture of my buildings I've to apply this workaround?
 
Potentially, but it doesn't seem to be a practical problem.

An exception seems to be when you use a white background, and you get white edges at higher distances/lower MIPs.
 
Hi,

If you did not enter the correct altitude in the ground polygon wizard of modelconverterx you can also get gaps, so you might want to check that as well.
 
Arno, do you mean the airport altitude?. The same height that we use for flatten?.
 
Yes, the altitude of the airport and the flatten should be the same. And that is also the value that should be entered in the wizard (in meters).
 
Back
Top