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737-600NGXu - White Vertical Line Issue

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    737-600NGXu - White Vertical Line Issue

    I've got an issue with a white vertical line appearing between fuse2 and fuse3 that I can't see in the actual files themselves:

    fuse2.pngfuse3.png

    As these show, the dark blue goes all the way to the edge of the paint area however when loaded in the sim, there appears to be a thin white line between these sections:

    fuse-line.png

    Has anyone seen this when painting the NGXu before and how did you resolve that?
    Attached Files
    Trevor Hannant

    #2
    Does it only show up when you're zoomed in that close?
    Captain Kevin

    Kevin Yang

    Comment


      #3
      There at a distance also:

      fuse-line2.png

      Also looks like there may be similar between fuse1 and fuse2 on that angle...
      Trevor Hannant

      Comment


        #4
        There appears to be something amiss when I'm copying the flattened sections from the Master file as I've just found the same issue on the -700 although it only appears at certain angles and zoom factors...
        Last edited by TrevorHannant; 12Sep2020, 18:11.
        Trevor Hannant

        Comment


          #5

          What do you want to do ?
          New mailCopy


          Comment


            #6
            White line.docx Let me know. Ciao

            Comment


              #7

              What do you want to do ?
              New mailCopy


              Comment


                #8

                What do you want to do ?
                New mailCopy


                Comment


                  #9
                  Example
                  What do you want to do ?
                  New mailCopy


                  Attached Files

                  Comment


                    #10
                    It was a issue with the mapping of some textures there was a fix, it had to do something with the bump maps I think.

                    EDIT: Nvm this is NGXu not NGX
                    Weston Hall

                    Comment


                      #11
                      This problem dates back to FS95 at least (well, maybe it was FS98 but whatever first got us off the old 256x256 16bit .*AF texture format). When anti-aliasing first came out painters actually could use this to their advantage to create colors otherwise unavailable using the fixed default pallet by making a tiny checkerboard pattern and letting the sim blend the colors when it displayed the textures with the anti-aliasing. When using anti-aliasing the sim attempts to blend or blur the textures to smooth out the appearance. It does this by partially drawing what is in the next pixel over on the texture. In the case of texture mappings that go all the way to an edge of a texture, the sim tries to blend with the first pixel on the opposite side of the texture. When textures were limited to 256x256 the sim didn't "look to the other side" and so it didn't blend with pixels on the far side of the texture (and maybe at 512x512 but definitely not when we went up to 1024x1024 and greater). However, as textures got bigger it also started bleeding across to the other side and so we started to see weird lines like this showing up. The simple solution was to not use all the texture and leave a buffer area around the sides, but this leads to some overlap and can make creating single master fuselage sheets harder as well as making cutting up into texture sections more time consuming.

                      Take the forward fuselage on the NGXu. As the texture extends back along the fuselage it reaches the far right side of the texture. In order to smooth out the appearance when using anti-aliasing, the sim then takes the first pixel from the far left side of the texture. In the case of the NGXu, this far left side of that texture isn't used so it's usually a plain color in a shade of white/grey and if you have a colored fuselage this can lead to a thin band of grey/white showing up. In the case of my MetroJet 737-600NGXu if I turn on anti-aliasing in P3Dv4.5 I get thin grey lines at the end of fuselage1 and the front of fuselage3 because of the way the sim blends the textures and the fact that the far side of the texture from the fuselage is plain grey instead of bright red like the fuselage.

                      In your case, it looks like the forward blue line is coming from the fact that the "front" side of fuselage2 is white while the "back" side is blue causing that thin blue line, since the entire width of the texture is used. I would guess that the thin white line at the rear comes from the fact that the front of fuselage2 is white plus I bet once you go off the back of the fuselage on the fuselage3 texture you left it white or grey (or maybe not, hard to tell from the photos bit it would be there from fuselage2 either way).

                      Long story short you can minimize it somewhat by duplicating the last few (only need 2 or 3) pixels of the fuselage on the far, unused side of the fuselage1 and fuselage3 textures but since fuselage2 is different on both ends it will still be there only slightly smaller, or you can play around with your anti-alias settings in the sim to see if it goes away. Because of the way the textures are mapped changing your AA settings (and possibly a few others, it's trial and error for me to make it work) are your best bet.

                      Something changed between P3Dv4 and v5 in the handling of anti-aliasing too. On the same computer I find I have to use different settings between the two of them to eliminate the similar lines I experienced in my MetroJet 737-600 repaint but I was ultimately able to eliminate them without making changes that made the overall sim appearance change.
                      Nick Botamer
                      View my repaints at http://nbflightsim.com/

                      Comment


                        #12
                        Thanks Nick, will give that a shot. Haven't seen the issue in any others I've painted in the VA's fleet which made me wonder...
                        Trevor Hannant

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