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Posted (edited)

Deleted some bits and added others to creat all in one canopy...glass looks odd...any ideas?...

it seems to be the areas ive removed and remade..

 

my other f4`s use double sided ok  so its not that...

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Edited by russouk2004
Posted

If there's no extra faces in there then I'm usually left with only one option:

 

1. Create a new mesh (simple box or something like that)

2. Attach the old canopy glass to it.

3. Delete the verticies or faces of the box you made leaving the canopy glass behind.

4. Move the pivot to where you want it.

5. Re-link the object to the right place in the heirarchy.

6. Assign the canopy glass texure to it.

7. Re-map if required.

 

It's a bit long-winded but it saves building the mesh from scratch again.

 

Dels

Posted

tried normals route....nothing....redid polys same result...short of making new glass...im outta ideas why the deleted ares show up like this...

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Posted

Your using double sided correct? Wild thought, turn it off, strip mapping. Reset XForm, check poly facing. Then remap. That is if you haven't tried it already.

Posted

Just had another thought. If your using a single pixel tga. And the the added sections are mapped different, the texture stretch will be lighter or darker depending on the amount of stretching of the tga. I'm Not 100% on this. The only way I fixed it was to remove the texture from the mesh and the texture library, Max will inport textures with imported meshes. That's why some of Geo's ground objects are missing textures. Their textured in max, but not textured with the same "Library" texture when exported. I ran into it doing the Hurricane's swapping meshes with the same texture names. I hope this makes sense.

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