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View Full Version : Milkshape/UvMapper Problem - Not sure which.


Jonesi
13th Jan 2007, 05:08 PM
I'm trying to make some wavy blinds with string running down through them....to give a draw blind effect..

so i meshed one "wave" and then duplicated all and went from there...carried on duplicating until i got the length i wanted...

then i did the strings going through each wave..

When I uv map it, it only maps one wave (the original) not all the duplicated ones...I regrouped all the waves before I mapped it...would I have to map it with all the waves as individual groups?

And the string..in the mesh it goes right through all the "waves" but in game you can see the whole of the string, even the bits that are suposed to be going through/behind the blinds and shouldnt be seen...

Any ideas? cheers xxx

cokenasmile
13th Jan 2007, 06:21 PM
Jonesi, I only use the uvmapper in Milkshape. For me, mapping each piece separately works best, before I regroup, and I try to not duplicate multiples to make mapping easier. So, in your case, for each wave, I would map each separately on the "wave" area of the texture. I save one version before grouping under a different name if I ever need to tweak the mapping later. As for the string, a picture might help, but it sounds like maybe a transparency issue in the waves?

Jonesi
13th Jan 2007, 06:45 PM
Here's a piccy...

http://i98.photobucket.com/albums/l247/Jonesi8/BLINDS.jpg

I kinda sorted the uv mapping out, just did each bit individually and didnt regroup them....the string thing is annoying me though, lol

frillen
14th Jan 2007, 02:23 PM
Jonesi something like that has happened to me a while back!
As I recall I fixed it by changing the group order(I know it sounds strange, but it worked)
I exported each group as separate obj and then imported them all in a new obj, starting with the group that messed up, in your case that would probably be the string and then made a new UV map!

I know this isn't a pretty solution and some might have a better idea to solve it, but why not give it a try - sometimes crazy solutions works :D

simaddict99
15th Jan 2007, 06:52 AM
looks like a blending issue to me (especially sicne you have the bleeding in the top wave as well- side view pic). Is the line "stdMatAlphaBlendMode" in the TXMT set to blend? if so, since this doesn't seem to require a transparency, try setting it to none, that should fix it.

Jonesi
19th Jan 2007, 03:22 AM
Simaddict99 - bang on the bell...thanks!