Multiple textures for s3o
Moderator: Moderators
Multiple textures for s3o
I think s3o REALLY needs the option to use multiple textures for different pieces. Currently if I have a unit textured and in the game and decide I need to put an additional piece on there (because it turns out I need that for an animation I hadn't planned before or somesuch) I need to squeeze that into unused UV space somehow and since a good UV layout doesn't have that I'd need to move some UV chunks around and retexture those parts. It also means I can't easily share parts between different models.
- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Couldn't a new single object/texture model be assembled at load time (or by moders with some kind of compilation) from the original models? Would that be very hard?Yeha wrote:Having textures per object would make the rendering quite a bit slower, its better to just increase your texture size to fit the new object.
What are you asking about?Das Bruce wrote:What are you talking about KDR?
I think it'd be wasteful, multiple textures wouldn't add up to a valid texture size most of the time so you'd have to combine textures for multiple models on one sheet to avoid wasting space and then you're going to run into the maximum texture size.Couldn't a new single object/texture model be assembled at load time (or by moders with some kind of compilation) from the original models? Would that be very hard?
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
No offense, but your problem can easily be fixed by you being "smarter" when creating uv maps. Rather than bugging the devs to add a useless feature to make your life easier, learn to maximize the efficiency of your maps!
Case in point: For Spring 1944, every side (of the 4) has one single infantry UV map, containing several different types of uniform and weapons, that all infantry (5-10 per side) use. Just use better planning when making UV maps.
Case in point: For Spring 1944, every side (of the 4) has one single infantry UV map, containing several different types of uniform and weapons, that all infantry (5-10 per side) use. Just use better planning when making UV maps.
I want to add stuff to units that are already done and UVed and I didn't think of that stuff before I made the unit. For your infantry example, what if you wanted to include another 4-5 guns? If your UV map is designed well enough to have no empty spaces you're screwed. You'd need to make a second texture that includes the new guns in the place of some other stuff that won't be used at the same time as these guns. Now take a model where all UVed parts are used at the same time and you want to add a part later on.SpikedHelmet wrote:No offense, but your problem can easily be fixed by you being "smarter" when creating uv maps. Rather than bugging the devs to add a useless feature to make your life easier, learn to maximize the efficiency of your maps!
Case in point: For Spring 1944, every side (of the 4) has one single infantry UV map, containing several different types of uniform and weapons, that all infantry (5-10 per side) use. Just use better planning when making UV maps.
Sure, perfect planning can avoid that but it's still stupid and primitive that Spring doesn't allow more thn one texture per unit.