ImsumDave Posted April 9, 2012 Share Posted April 9, 2012 (edited) My question is in the title. I've had this problem for a long while, where if UV map vertices are too close together they are automatically welded (if they are the same vertex on the model, split into two in the uv). I don't know what too close is, or how to prevent the issue. Is there a setting I can change in the niftool plugin to prevent it? Anyone else encounter this before? I'm not sure if the welding happens during export or after, in nifskope, when I paste the BSLightingShaderProperty over from a vanilla model. Edited April 9, 2012 by ImsumDave Link to comment Share on other sites More sharing options...
ImsumDave Posted April 9, 2012 Author Share Posted April 9, 2012 (edited) Example (before and after export):http://img96.imageshack.us/img96/6057/uvcomp.png As you can see, the weld seems to be a target weld with a vertex to left. I played around with the uv map in 3ds max and increased the size of the uv island with the problem. When the model is exported with the changed uv map the problem disappears. I guess I will just split the problem area from the larger piece and move the pieces farther away. Edited April 9, 2012 by ImsumDave Link to comment Share on other sites More sharing options...
JDGameArt Posted April 26, 2012 Share Posted April 26, 2012 During .nif export, set the weld vertices threshold to like 0.001, or something very small. I think default is 0.01. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now