This problem is driving me potty, and can someone please help! This a modelling/texturing problem, not coding.
I have a cylinder .3ds mesh and texture, created in RealSoft3D. This is a raytracer and though it's raytracing and modelling functions are pretty great, it's support for realtime apps is pretty poor.
The cylinder can be thought of as a rectangle rolled into a tube, with two separate caps. Where the edges of the rolled rectangle meet, Blitz uses the wrong UV coords and a 'seam' appears of the whole texture compressed into one triangle.
I have spent MONTHS on and off trying to solve this issue with getting .3ds objects out of RealSoft3D and into Blitz without this bizarre UV mess. If I load the .3ds object back into RS, it renders the texture properly. I don't know if RS is exporting wrong, or Blitz is importing wrong, or what. I do know that RS outputs the texture upside-down, easily fixed in a paint package.
I've also tried about a zillion different ways of modelling a cylinder, but every way this UV compression occurs along one edge.
Could someone with the relevant skills and knowhow please take a look at the following...
http://www.davidcoombes.f2s.com/please_fix_me.zip
It's a zip with .3ds mesh, texture .png, and .jpg of the problem when rendered in Blitz. Opening the .3ds in a differnt application (say Milkshape) does the problem exist? Is it a fault with the .3ds output of RS?
All help and advice much appreciated!
I have a cylinder .3ds mesh and texture, created in RealSoft3D. This is a raytracer and though it's raytracing and modelling functions are pretty great, it's support for realtime apps is pretty poor.
The cylinder can be thought of as a rectangle rolled into a tube, with two separate caps. Where the edges of the rolled rectangle meet, Blitz uses the wrong UV coords and a 'seam' appears of the whole texture compressed into one triangle.
I have spent MONTHS on and off trying to solve this issue with getting .3ds objects out of RealSoft3D and into Blitz without this bizarre UV mess. If I load the .3ds object back into RS, it renders the texture properly. I don't know if RS is exporting wrong, or Blitz is importing wrong, or what. I do know that RS outputs the texture upside-down, easily fixed in a paint package.
I've also tried about a zillion different ways of modelling a cylinder, but every way this UV compression occurs along one edge.
Could someone with the relevant skills and knowhow please take a look at the following...
http://www.davidcoombes.f2s.com/please_fix_me.zip
It's a zip with .3ds mesh, texture .png, and .jpg of the problem when rendered in Blitz. Opening the .3ds in a differnt application (say Milkshape) does the problem exist? Is it a fault with the .3ds output of RS?
All help and advice much appreciated!

