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Mac_Paint

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Posts posted by Mac_Paint


  1. Rolf,

     

    I took a look at the fuse 3 alpha and it behaves as expected.  Make sure you're not using pure black (RGB values 0/0/0) for the alpha as that will not work.  You can try an RGB value of 44/44/44 as a starting point and adjust down as desired, but stay away from black.

     

    Pete Mac Paint

    PMDG Graphic Designer


  2. On further review it's probably simpler to check your fuse 3 alpha.  You're overwriting that file with your fuse 2 alpha.  In essence you have two fuse 2 alphas and no fuse 3 alpha.  Check to make sure you're actually using the fuse 3 alpha.

     

    Pete Mac Paint

    PMDG Graphic Designer


  3. Rolf,

     

    Just saw your reply. Looking at your pics it seems that you are using the same alpha for fuse sections 2 and 3, tha'st why you're seeing this effect. My suggestion is to go to the commons folder and COPY the fuse 1, 2 & 3 alphas found there and modify those to suit your repaint. Make sure to use the proper file names when you save.

     

    Pete Mac Paint

    PMDG Graphic Designer


  4. Make sure to include all three spec dds files for your livery in your own repaint folder.  If one of your custom texture files is missing then the default spec dds is used.  Make sure when you save your dds files you are flipping vertically and not horizontally. 

     

    Hopefully you've fixed you issue already but if not one of these suggestions will.

     

    Pete Mac Paint

    PMDG Graphic Designer


  5. This is a strange problem!  I see this line ONLY when both of your fuse_2 and fuse_3 textures are loaded.  If I mix and match your fuse textures with any fuse texture set then I do not see this line!  I've checked your texture map but your good on edge coloring.  The join between fuse_2 and Fuse_3 take place on the fuse_3 map and you have complete coverage over the joint area.   I've check file formats and all is as it should be.  If you haven't done this, my  suggestion is to start over by using known good fuse_2 and fuse_3 texture maps and from your master texture, cut and paste into these new maps.  You're doing everything correctly.  I seem to recall having this problem once or twice and starting fresh with different fuse cut maps fixed this.  Let me know how if this works or not.

     

    Pete Mac Paint

    PMDG Graphic Designer


  6. You might try rename the VP-CAL texture folder to one you have already installed that is know to work. See if ithe problem follows the livery when renamed. That will tell you if the issue is tied to that livery, which I can't imagine how.

     

    Pete Mac Paint

    PMDG Graphic Designer


  7. I've been unsuccessful in reproducing this.  Do you see this edge in all liveries or just in the one you're working on?

    If you see it with all liveries then it's a driver problem.  If it just with the livery your working on then it's on your texture map.  I got caught out thinking that one of my maps was fine until Jason pointed out to me that when he viewed the map at high mag he noticed that my artwork did not extend to the edge of the map, crating that white gap.

     

    Pete Mac Paint

    PMDG Graphic Designer


  8. If you are sure you have no gaps in your texture map edges then it's most likely a driver issue. This drove me mad during development of the NGX where I was the only ones the group seeing this gap. Turned out to be a driver setting that is the root of this. Happens on the T7 to if I muck about with settings. You might try adjusting v-sync. I forget off hand what the exact driver setting can cause this.

     

    Pete Mac Paint

    PMDG Graphic Designer

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