Yeah, you just need to draw on the texture, wider margins beyond the outer borders of the UV patches.elio wrote:there are some edges which appear grey instead of green. and take a look at the sphere the version with black lines.
Otherwise even using a 3d file type that stores coordinate details three places right of the decimal mark, you'll see this same problem when the engine starts using mipmapping (assuming it doesn't already). In fact, even looking up close (to elimate mipmapping) at the research facility model in blender (which also uses opengl for realtime rendering), I see the grey edges in the green that you mention. So it might not have as much to do with the PIE format, as evil an abomination as PIE be.
Note: If you want to see how your models look in blender in realtime to test how they look in what should be a much more recent version of opengl or just to get around the content pipeline hassel, switch to texture paint mode, or if you want to see your model textured while lit with only ambient light (similar to how it will look in current warzone) use textured shading (alt-z).