How do you get rid of texture bleeding?


Grim_Reaper
07-07-2003, 02:28 PM
When I reorigined the Garand I noticed there was some texture bleeding such as black lines on areas there shouldn't be black lines. Is there any way to get rid of this without having to move the model?

Trp. Jed
07-07-2003, 03:54 PM
Its a bug in Milkshape casued by rounding problems in the mathematics.

Best trick is to make sure that you have PLENTY of surplus on the edges of your texture and dont try to map the UVW right up to the edge.

- Jed

Grim_Reaper
07-07-2003, 04:00 PM
How do I do that? I simply reorigined the DoD3.1 Garand to $origin 0 -24 .5 and did not make the actual model. Can you clear it up a bit.

Fiblah
07-07-2003, 04:03 PM
Press Ctrl+a to highlight the whole model and then press Ctrl+t which will bring up the texture coordinator. You have to move everything around so it fits the textures. Compile and it should be back to normal.

Grim_Reaper
07-07-2003, 06:23 PM
How do you move the textures around? And should I make the triangles and lines go over the textures, to leave some space, or inside them? Some of the actual textures, not the wireframes, are circular so what do I do with those? Sorry for the noob questions.

Genie
07-07-2003, 06:30 PM
to import a model into MS you need to decompile it. Use "kraisto's decompiler" tool inside MS. when it's done open up reference.smd then do the ctrl+a/ctrl+t. Then, export as HL SMD, chose reference. go to tools and click on compile qc file. Enjoy if it worked.

07-07-2003, 06:35 PM
Originally posted by Genie
to import a model into MS

please note... NOT MS Paint :p

Grim_Reaper
07-07-2003, 06:38 PM
Thanks, man. I would also like to know how you can select each texture individually. Can someone tell me if the textures are correctly positioned? These are the default texture positions. How do I select the hands that are attached to the gun? They are a completely different model, right? What happens if I leave too much room when I do the wireframe?

http://www.imagestation.com/mypictures/inbox/view.html?url=http://www.imagestation.com/picture/sraid69/p405a3dfd6e6e44d08d2939cadd736443/fbbbdc8d.jpg.orig.jpg&caption=ms3d%20texture&id=4223392909

Grim_Reaper
07-07-2003, 06:42 PM
It might also be noted that I messed around with the origins of the beta 3.1 Garand (I play 3.1) until they were $origin 0 -24 .5.

http://www.imagestation.com/mypictures/inbox/view.html?url=http://www.imagestation.com/picture/sraid69/p2aa3e8133d79ebf14d488cd22d621852/fbbbda57.jpg.orig.jpg&caption=dod_cherbourg0001&id=4223392343

Bleeding is noted by the red drawn areas. Any tips for removing those specific lines?

Grim_Reaper
07-07-2003, 09:48 PM
bump

Grim_Reaper
07-09-2003, 12:07 PM
Can I get some help please?

Devin Kryss
07-09-2003, 12:40 PM
Yeah, lemme explain.

When you selected the whole model with Ctrl-a, you selected every face. A Face is a polygon, fyi. Each polygon has a different part of the skin applied to it, thats kinda how you make guns with skins rather than solid colors. So, logically, theres msut be something to tell which part of a bmp a face needs to have painted on it. Its called a mesh, or a UVmap. Its basically the models spread flat, 2d. Like if you take a paper cube you can unfold it into that little peice of paper that looks like a hopscotch....thing. So hitting ctrl-t, hotkey for the texture coordinator, lets you see the mesh. Thats what those little white lines and red dots are, its the model "unfolded". Most of the time its got several bmps, so the mesh is spread accross all of them.

Now, the bug Jed's talking about, is that every time you decompile a mdl, every mesh slides a little to the left. The texture coordinator can fix that. Select all, press ctrl-t, then click that move button. click and drag, and you can slide the mesh around. if you check in the "redraw" box, you can watch the bmp slide around the gun in the 3d veiw box. So, all you need to do is slide it a tad to the right. Then, pull down that drop box and select the next bmp down. A different mesh will show up, you need to move him to the right a bit also. repeat those steps for every bmp.

Your mesh shouldn't go out side the bmp. Some meshes do, liek tank treads, or a bullet chain. Most dont, so dont mvoe yours too far to the right that it hangs over. Just check in the 3d veiw and look for more black lines and what not. Once you're satisfied, go to file> export> HL smd... save it over the one you opened. recompile and it should look fine. Tell me if you ahve more problems or if this worked.

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