For the first time I encountered this problem after having to reinstall my 3DMax and NWMax plugins after a system crash.
Since then after exporting I get sparkles on it's borders, like there were tiny gaps between tile models. But the same time the coordinates for each vertex on a tile border is 500 or -500.
What may cause the problem?
Tile model sparkling
Moderators: Winterhawk99, Mermut, Bannor Bloodfist
It could be caused by different heights (500,-500, z1 vs 500,-500, z2 with z1!=z2)
Or different colliding faces.
Example:
One tile with 2 vertex, one 500, -500, the other one at 500, 500, both at z = 0.
Another one with 3 vertex, one 500, -500, another one at 500, 0, and the last one at 500, 500 all at z = 0.
Getting two tiles like that side to side gets some white spaces.
Other thought... no idea
Or different colliding faces.
Example:
One tile with 2 vertex, one 500, -500, the other one at 500, 500, both at z = 0.
Another one with 3 vertex, one 500, -500, another one at 500, 0, and the last one at 500, 500 all at z = 0.
Getting two tiles like that side to side gets some white spaces.
Other thought... no idea
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Not only do the vertices have to be at 500/-500 etc, but each vertice has to be at the same place in EVERY dimension.
IE Lets say you have 2 adjacent tiles, same size and shape, each one exactly 1000x1000.
If you have an edge vertice on one tile thats at 500, 10 and another vertice on an adjacent tile thats 500, 11... you'll get a sparkle.
Thats why its important that pretty much all your edges have identical vertices (because of rotation)
IE Lets say you have 2 adjacent tiles, same size and shape, each one exactly 1000x1000.
If you have an edge vertice on one tile thats at 500, 10 and another vertice on an adjacent tile thats 500, 11... you'll get a sparkle.
Thats why its important that pretty much all your edges have identical vertices (because of rotation)
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- Posts: 363
- Joined: Sat Dec 17, 2005 7:11 pm