I am presently in the process of creating
a flight simulator using 3D Studio Max r3.
We are exporting the .max files as .3DS files and using the Conv3ds conversion utility that comes with DirectX to convert the .3DS files to .x files for the game engine. All of the .bmp''s are RGB. We have used one large
bmp for the overall land which is 30x30 miles and tiled higher resolution bmp''s in the center of the land
in 1x1 mile squares making up a 14x14mile are for higher ground detail. The scenes look fine in StudioMax,
but when exported and converted to .x files for game engine, sometimes the large ground map will show up
on some of the objects in the scenes. It doesn''t wrap around the object, it applies itself to each face of
the objects. Seems to do this randomly. One day they are fine the next day they are not. And it''s not
always the same scene or same objects.
If anyone can help with this, it would be much appreciated. If you need more info. or have questions let
Sounds like a pretty random problem. A couple things you might check are that the textures are no bigger than the max texture size your card supports, and I''m not sure if you''re tiling the textures at all (by using texture coordinates outside the range of 0.0-1.0) but if you are make sure the card can handle it. This goes for the object''s textures also, not just the big land texture. What kind of 3d card are you using? Does this happen on more than one type of card? If so does it happen the same way on each? Are you using automatic texture management? I once had a problem when trying to implement bump mapping that caused it to map random memory (instead of the bump map itself), and it only showed up the second time I ran the program. Further, if I ran the KillHelp utility, the next time I ran my program it worked (so something in the directdraw dll was getting messed up I guess). Try running killhelp and seeing if that helps anything. Also make sure it''s not a driver problem (that was the problem with my program).
A screenshot (or link to one) would also be helpful.