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Multiple textures for s3o
Posted: 18 Oct 2006, 11:59
by KDR_11k
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.
Posted: 18 Oct 2006, 12:17
by rattle
That would be extremely useful...
Now it doesn't matter much if you got one 512x512 or a 256x256 and a couple of 64x64.
Posted: 18 Oct 2006, 13:07
by Snipawolf
Interesting, as long as it doesn't get in my way, +1
I can't wait for the spring rewrite
I wonder whats gunna be added..
Posted: 18 Oct 2006, 22:00
by Yeha
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.
Posted: 18 Oct 2006, 22:11
by rattle
That would mean having a 1024x1024 texture instead of 512x512...?

Posted: 18 Oct 2006, 23:02
by KDR_11k
That's going to waste a LOT of texture space and I still have to change the UVs so I can't simply append the object to an existing s3o. Most games just accept that tiny bit of performance loss and allow multiple textures since that's very useful in many cases.
Posted: 19 Oct 2006, 04:55
by PauloMorfeo
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.
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?
Posted: 19 Oct 2006, 06:03
by Das Bruce
What are you talking about KDR?
Posted: 19 Oct 2006, 09:11
by KDR_11k
Das Bruce wrote:What are you talking about KDR?
What are you asking about?
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?
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.
Posted: 27 Oct 2006, 01:16
by SpikedHelmet
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.
Posted: 27 Oct 2006, 01:25
by Snipawolf
SpikedHelmet wrote: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 am doing that too.. 1024x1024 size

Posted: 28 Oct 2006, 11:22
by KDR_11k
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.
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.
Sure, perfect planning can avoid that but it's still stupid and primitive that Spring doesn't allow more thn one texture per unit.