I noticed that when I make static meshes, the texture scaling is off. Here's an example of what I mean:
The one on the bottom is the original brush. The one on the top is the static mesh with the overscaled textures. Reading the oldunreal wiki, there isn't anything about texture scaling on the static meshes page.
My process for making static meshes is this:
Intersect brush -> add brush -> align to all around x axis/y axis/floor -> convert to static mesh -> place static mesh
It doesn't seem like I'm doing anything wrong, so why is this happening?
Static meshes and texture scaling
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- Tarydax
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Subject: Static meshes and texture scaling
Post Posted: 22 Oct 2015, 19:59
- editor Dave
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Subject: Re: Static meshes and texture scaling
Post Posted: 22 Oct 2015, 22:54
It doesn't really look like the scalling is off for my eyes. Maybe you miss the detail texture on the Static Mesh? Because that's the only difference I see. Apparently Static Meshes don't support Detail Textures like normal meshes, but I'm not sure...
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- Semfry
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Subject: Re: Static meshes and texture scaling
Post Posted: 23 Oct 2015, 00:06
Maybe I'm wrong, but presumably the bottom brush version has it's textures separately aligned on each side. Conversely, I think static meshes always stretch textures across their whole surface (and treat every side as a single surface) unless UV's are set up, so it makes sense that the mesh would have a bigger scale given that textures don't align 100% properly on cylinders without special scaling.
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- yrex
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Subject: Re: Static meshes and texture scaling
Post Posted: 23 Oct 2015, 12:42
Remember that (in 227i):
The static mesh converter has some polycount reduction algorithm where vertices closer than 1 UU are collapsed into one. The workaround is to first scale brush by 10, then after conversion scale mesh by 0.1.
If odd number of Main/PostScale coordinates is negative, the mesh will have flipped normals.
Besides that, in rare cases surfaces treated with Polygons->Merge break when converting.
And static meshes do support detail textures. You just need to activate something in video renderer settings.
The static mesh converter has some polycount reduction algorithm where vertices closer than 1 UU are collapsed into one. The workaround is to first scale brush by 10, then after conversion scale mesh by 0.1.
If odd number of Main/PostScale coordinates is negative, the mesh will have flipped normals.
Besides that, in rare cases surfaces treated with Polygons->Merge break when converting.
And static meshes do support detail textures. You just need to activate something in video renderer settings.
e-mail: ampoyrex at wp dot pl
- Tarydax
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Subject: Re: Static meshes and texture scaling
Post Posted: 24 Oct 2015, 01:04
Thanks for the responses.
I don't see anything about static meshes when I go to my OpenGL settings in Advanced Options. What's the specific setting I have to change?
I don't see anything about static meshes when I go to my OpenGL settings in Advanced Options. What's the specific setting I have to change?
- yrex
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Subject: Re: Static meshes and texture scaling
Post Posted: 24 Oct 2015, 13:12
Set UseHardwareClipping to false.
e-mail: ampoyrex at wp dot pl
- Tarydax
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