Well, since your officially “back in the game” after your retirement period how about helping me finish your JF-17?
Cool shots BTW.
Well, since your officially “back in the game” after your retirement period how about helping me finish your JF-17?
Cool shots BTW.
Because… more textures requiring more API draw calls, so less efficient. Maybe later techniques will allow the restriction to be removed, but for now it is what it is. But people that build new models, better do it already with a single main texture… you can see in 4.33 the Harrier, the Rafale, MIG-23, MIG-29, MIG-25, any of them lack skinning details you think?
Two main factors in skinning is level of detail (rivets, markings, text, wear, etc) and resolution. What I’m talking about here is the resolution and there’s only so much resolution from a single 2048. I made a texture mapping for a plane and i had to resort to separate files for different parts in order to maintain resolution and quality. The difference was clearly noticable.
There’s still a bit of work to do. Mainly on the tiling side of the house. Being limited to 4096 textures is proving to be quite the challenge. Marching squares algorithm is the only thing I can think of to auto tile the map at this point. I’ll have to do some kind of “satellite tile tool” to make it easy to add sat photo’s to a 9x9 grid to add to the textures.bin Who knows, I may make it so that they are brushes and you can “paint” 9x9 templates and things like that. Frankly the straight tile export of satellite photography isn’t going to happen unless the BMS dev team can come up with an alternative. I’m still hammering away at it though. Keep everyone posted.
Any desired changes could take BMS years to implement (if at all) and unless you get direct confirmation from the team, you won’t know what to expect and when to expect it.
I would recommend you stick with your strategy and perhaps enable auto-satellite tiling of some important areas only - like airbases and city regions. You can then upgrade peregrine as more features become available.
Model Requirements:
Why do you have those constraints when you now have standard and high resolution texture folders? Some high res skins won’t even fit on a 4096x4096 let alone 2048. I’ve pumped a hell of a lot of high res files with no significant performance impact.
Damn, I miss that C-130H.
Arty,
The texture mapping and alpha channels for the F-16 tails have changed from 4.32. I’m converting all of Horus skins to 4.33 and I think I can release PSD overlays to fix all F-16 skins (whether they be Horus/Renner).
This is great.
You can also incorporate CATE with a good script (for Auto-tiling) and some campaign setup (countries, etc). You can also go beyond just terrain generation and add features like “Add New Aircraft” because a lot of it is just editing text files. I think you can get a tool to automatically build the entire theatre, users would only have to specify their aircraft models and skins and artwork. You can look at PMC forum for some hints on how to do certain things too.
Keep us updated.
Had this problem numerous times already. I can see the throttle move in-sim but I’m not getting any RPM.
Hi,
I’ve noticed many issues with the F-16 models and textures and will keep this post updated:
1. Textures placed by an alpha channel reflect HDR light a lot. The other parts don’t. (same happens with default skins). You can test by putting HDR on max.
2. Fuel tank pylons seem to be missing their textures
Is there any way to add a custom theater to WDP or are they all hard coded?
ccc1tw:
Ever since I made indo-pak it’s been many years since I flew Korea. Would be total PITA getting it all into 4.33 now…