As I said, removing doubles doesn't work. Using silent isn't much help either
since its not the messages but the fact it isn't mapped that (was) bothering
me.
In the end, I got it working by switching to genmesh as opposed to
blender2crystal default thingmesh, thanks to res2k who also told me that
thingmesh tries to make sure that the texture is used efficently for every
polygon. The track ones where only using a tiny proportion of the texture
which was sufficient, but the loader doesn't see it as so.
Thanks
On Sunday 07 May 2006 19:22, Jorrit Tyberghein wrote:
> Removing double vertices ('w' '5') in blender usually helps to get
> rid of a lot of those problems.
>
> Note that you can use the -silent commandline option to get rid of
> those yellow messages. But be careful! The presence of these bad UV
> mappings is not good and can cause crashes on some systems.
>
> Greetings,
>
> On 5/7/06, Dan Bailey <[EMAIL PROTECTED]> wrote:
> > Hi,
> >
> > I have exactly the same problem, and I can't figure out how to fix it.
> > The thing is the level actually looks fine in Crystal Space as well.
> > But those errors always come up when you first load the level, and
> > take ages to disappear, which really slows the whole testing process
> > down.
> >
> > I've found that generally it is caused by pretty complex polygons, so
> > a long winded fix is 2 remodel the whole thing using more polys made
> > up of less faces, but that does take a while.
> >
> > I'm still looking for a faster, easier solution That and getting nice
> > smooth normals...
> >
> > Dan
> >
> > On 07/05/06, Amir Taaki <[EMAIL PROTECTED]> wrote:
> > > Hi,
> > >
> > > I have been trying for a while now to get a level that is textured
> > > perfectly fine in blender displaying correctly in CS.
> > >
> > > Bad UV coordinates for polygons in this thing![node:
> > > library,meshfact(name=TerrainFact),params]
> > >
> > > I was told there are 2 remedies to the problem
> > > #1 make sure no doubles are present.
> > > #2 try moving some UVs slightly
> > >
> > > Heres the mesh:
> > > http://img221.imageshack.us/my.php?image=track8po.png
> > >
> > > Heres the proper texture in blender:
> > > http://img221.imageshack.us/my.php?image=track8po.png
> > >
> > > And how it looks in game:
> > > http://img204.imageshack.us/my.php?image=crystal0009nk.png
> > > http://img57.imageshack.us/my.php?image=crystal0014yv.png
> > >
> > > #2 is impractical (too many vertices), and for #1 there are no doubles.
> > > I find it strange though that the untextured parts are the track parts
> > > (where the faces are smaller in comparison to the faces for the rest of
> > > the mesh). This is disastrous, if I cannot texture the track.
> > >
> > > Any suggestions? Thanks.
> > >
> > >
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> Project Manager of Crystal Space (http://www.crystalspace3d.org)
> and CEL (http://cel.crystalspace3d.org)
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