> the last time I tried this was still on the OP binedit, and if I'm not mistaken ... the points were larger than the lines
Yeah, in BE.OP the vertices were represented by a 3x3 pixel cross. BE.RB3 uses a single dot scaled to the pixel-size of the texture you're mapping to - much nicer! When I did those falcon textures using OP BinEdit, I had to manually trim the texture created to remove those parts of the crosses that extended outside the area.
Quick note. In either case you could (if you so wish) use the colour replacer to change the vertex marks to a contrasting colour. Then you'll know you have the mesh mapped exactly when its vertices completely obscure all the different-coloured marks:
> When you're mapping, do you map right
on the lines, or very
near them on the outer edges, and do you over spray the outer edge so no 'black' shows up on the model?
I map right on top of them, and yes, normally you'll want to overspray the edge of your texture shape to avoid the black background bleeding in (usually a one-pixel outline is enough).
> we have two adjoining edges. Shooting for a perfect seamless join, what is the relation of those two lines to each other? ... Do those two lines butt against each other, do they overlap (as in superimpose one over the other), or what?
Good questions. Let me preface by saying I might be wrong but...
Intuitively, I believe they overlap. To divert a bit, with the old BE, it seemed to render the texturedmodel by placing the vertices on the
edge intersections between texture pixels, if you can imagine such a space exists, and it always deviated down and to the left from whatever pixel the vertex appeared to be sitting over (so for a square face, a given pixel would be either on the face, or not). I remember this because I had a dern hard time of it with that falcon when I got into the game and noticed my texture mappings seemed to have crept to the left from what the textured model looked in BE, causing drawn panel lines (marking the seams between texture blocks) to expand or disappear. (There was a
thread about that somewhere here...)
New BE seems to render the texture on the model with the vertex placed in the
centre of the texture pixels, and that seems to match the way the game does it, so it's truly WYSIWYG. So say you have the edge of a face going down a line of pixels, half of each pixel on that line is on the face and half is not. (Yes, now we're splitting pixels in half. Bear with me.) So, that contentious line between your truck cab and bed belongs to both the faces fore and aft of it. That is, if you wanted to join the cab and bed textures together, that line would overlap; if you then chopped it, they should both get it... the faces mapped to those front and back sections share the line between them. If you don't duplicate it front and rear I can almost guarantee you'll get a black line on the edge of one or the other set of faces.