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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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SubDrag Administrator

Joined: 16 Aug 2006 Posts: 6177
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Posted: Wed Aug 17, 2011 6:14 pm Post subject: Possible Fix to u,vs too big |
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Radorn researched it and came up with a solution. The beta editor was updated. If your level gave error before due to it before (too big u or too big v), give it a whirl. Note sometimes it's impossible to auto-fix, if you have a tiny texture and wrap it tons and tons of times. But it should work for most cases, I think...
Still will give you warning but should look better ingame.
Grab beta and let me know, hard to test without a good map, if you had this issue. |
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radorn 007


Joined: 23 Sep 2007 Posts: 1424
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Posted: Wed Aug 17, 2011 6:20 pm Post subject: |
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this basically takes advantage of current geometry conversion in editor doing one tri at a time, which allows the introduction of a normalize algo for the UV coords within that single triangle, so out of range -but still well mapped- UVs can be fixed.
so, as SubDrag said, if you have a map/model that previously had UV problems that resulted in warped textures, try to convert them again with this and report on your results 
Last edited by radorn on Thu Aug 18, 2011 8:38 am; edited 2 times in total |
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quaternio Agent

Joined: 07 Feb 2011 Posts: 82 Location: Europe, Austria  |
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quaternio Agent

Joined: 07 Feb 2011 Posts: 82 Location: Europe, Austria  |
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Dragonsbrethren Hacker


Joined: 23 Mar 2007 Posts: 3058
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Posted: Thu Aug 18, 2011 10:32 am Post subject: |
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This will certainly make texturing easier. I don't have any files on this computer I can test with right now, but I'll either grab some from a backup or make something to test this some time soon. |
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