3rd Party Models/Media Chat / Black Lines in blender model

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PartTimeCoder
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Posted: 17th Jul 2016 01:32
I've been working on a model and all looks good until I load it up in GG, at distance 'black lines' appear in the floor and walls, they consist of planes joined together (merged vertices) but yet in the right (or wrong) light I can see the individual squares that make up the area, but its all been merged and is in fact a single mesh, close to the player it looks fine

If I tweak the lighting, turn down ambience and add some dynamic lights it goes away (or just cant see it) which is fine I guess for the game engine but in the editor or in game with full light I can see these annoying lines.

is there an easy fix to this or do I need to rethink my modeling tactics?

following Bod's texturing advice in his thread I opted to make a bunch of 'building materials' so I can make many buildings from the same texture map and not have to remap everything for each model, just go in and use the already made base materials (pillar, walls, floors etc) and make me new building, a splendid tactic if it worked but those black lines will just not do.

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OldPMan
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Posted: 17th Jul 2016 06:03
Not quite clear. You made a building in GameGuru of elements made in a blender or in GameGuru use are completely assembled building?
It seems that there is a distance between the planes. Maybe you should weld vertices ?

But I'm not sure that this is a problem in the model 100%. Perhaps the case in UV mapping. Something to say for sure, need to see the model and texture.
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wizard of id
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Posted: 17th Jul 2016 08:06
UV seams not lining up correctly, either not seamless or incorrectly mapped
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PartTimeCoder
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Posted: 17th Jul 2016 13:09
No its a complete building made in blender and exported whole to GameGuru, the texture appears to be seamless and on close inspection I can not see any seems I thought I had it UV mapped correctly

I'll attach the project here I would really appreciate some feed back, the 'celing' area is not yet merged the floor area is merged, in blender it looks perfect (to me anyway)

Disclaimer: I am not expecting anyone to fix my mess what I want is advice to avoid this problem in future, also, I know this model is highly un-optimized .... I was in the process of removing 'dead weight' when I noticed this flaw

its going to be a underground nuclear base loosely based on Kelvedon Hatch and this is only just the basement area, I've 2 more floors and a lift shaft to model yet but no point pressing forward until its right ..... apart from the black lines I was very happy with the results!

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Jerry Tremble
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Posted: 17th Jul 2016 15:26 Edited at: 17th Jul 2016 17:12
That concrete texture isn't seamless on the Y axis. Also, the X axis was off by a pixel or so on each end. I could fix the X axis, but not the Y. The Y would take much more work! Gotta take the pooch for a walk before it hits 110 outside. Will see what I can do when I get back!






LOL, I give up! In order to make it seamless on the top and bottom edges, I put it through GIMP's make seamless filter. It totally messed up what I had fixed on the right and left edges. Also, I had just remapped those 16 squares on just that corner of the bunker. Remapping the whole bunker would take days since remapping one square doesn't automatically apply to all the others, unless there's a shortcut I don't know of. Anyway, my trial now doesn't look any different from yours!
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OldPMan
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Posted: 17th Jul 2016 19:19 Edited at: 17th Jul 2016 19:31
I have not installed the blender, so I was not able to see the project.
But the best of my knowledge, I knew what it was, and I looked texture.
The fact that GG mipmaping used in texturing, and the removal, in the UV part of the texture of an object gets shaded black.
All you have to do is pour a black background on the texture of the borders of the rectangles used for texturing surfaces in color like something average on your cement.
Here is the result.



If it were you to give me .X file, I could have a look-your UVmapping.
In the meantime, you can try the texture that I have changed for you.
I have attached it below.
I hope this helps.
The secret to creativity is knowing how to hide your sources.

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PartTimeCoder
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Posted: 18th Jul 2016 21:20
@Jerry, lol, thanks for trying, I know remapping is a massive job, I 'shift+d' to duplicate when I should duplicate a linked object 'alt+d' for floors and walls, I don't think there is a way to link objects in that manner after the creation, I asked google, he said no lol!, ... a lesson learned for me there, I appreciate your efforts.

@OldPMan, that was a instant fix, thank you, somehow filling the unused area with black seemed like a good idea but was obviously not, another lesson learned, use a neutral background fill.

I have attached the .x file anyway, maybe you can make some comments on my UV mapping or just my general modeling style.

Thank you both, I have learned a lot from this thread and my model can come off the shelf and maybe fix those other failed attempts, I am determined to succeed, I don't like not being able to do something I really want to do, right now this song is going round in my head ...... well! it is a summer tune!
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OldPMan
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Posted: 18th Jul 2016 21:33
We all learn. lol!
Send me a .x file via PM. I'll see. I find it interesting.
Regards.
The secret to creativity is knowing how to hide your sources.
PartTimeCoder
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Posted: 18th Jul 2016 22:00
sent, I forgot to attach it lol
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Jerry Tremble
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Posted: 19th Jul 2016 02:07
I learned something from this thread also. Thanks OldPMan!
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