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Any way to prevent UV map vertices from being welded during nif export


ImsumDave

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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 by ImsumDave
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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 by ImsumDave
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  • 3 weeks later...

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