Author Topic: Baking Textures etc (From the Recent Builds Forum)  (Read 2950 times)

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Offline MetalDestroyer

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Baking Textures etc (From the Recent Builds Forum)
Hmmm, i've just tested it and, i can't have more than 16 textures for a model :(
Could you insert into this built the possibility to play with models with more than 16 textures ? because, when Fs2 detect a model with an outnumbered of textures,  it crashed itself.

 

Offline Lynx

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Baking Textures etc (From the Recent Builds Forum)
I thought that texture limit existed since the early days of HTL?
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Offline Flaser

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Baking Textures etc (From the Recent Builds Forum)
Quote
Originally posted by MetalDestroyer
Hmmm, i've just tested it and, i can't have more than 16 textures for a model :(
Could you insert into this built the possibility to play with models with more than 16 textures ? because, when Fs2 detect a model with an outnumbered of textures,  it crashed itself.


A model with 16 different textures is already an outrage against performance.
Learn to uv-map and/or properly use tiled maps.
16 is more than anough to wrap everything.
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Offline MetalDestroyer

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Baking Textures etc (From the Recent Builds Forum)
I know that, but, i tested some stuff after converting some models just to see what happens.

 

Offline StratComm

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Baking Textures etc (From the Recent Builds Forum)
Then why ask to fix it?  That "crash" is there to prevent such abuses of mappings so that HTL can actually accomplish a performance boost.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline redmenace

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Baking Textures etc (From the Recent Builds Forum)
The int 3 crash is still there i think.
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Offline WMCoolmon

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Baking Textures etc (From the Recent Builds Forum)
Quote
Originally posted by MetalDestroyer
Hmmm, i've just tested it and, i can't have more than 16 textures for a model :(
Could you insert into this built the possibility to play with models with more than 16 textures ? because, when Fs2 detect a model with an outnumbered of textures,  it crashed itself.


With the current setup, that's 48 passes for one model if you glow and shinemap the whole thing. It'll also be taking up that many spaces in the image library list, meaning it's likely that there'll be less room for animated explosions.

UVWrapping FTW.
-C

 

Offline MetalDestroyer

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Baking Textures etc (From the Recent Builds Forum)
Quote
Originally posted by WMCoolmon


With the current setup, that's 48 passes for one model if you glow and shinemap the whole thing. It'll also be taking up that many spaces in the image library list, meaning it's likely that there'll be less room for animated explosions.

UVWrapping FTW.


oK, I'll try to UVMap them but, i'm not skilled at it.
In fact, i try to convert the X Wing Alliance model into POF. It works, but, each models have more than 16 textures except for the Tie Fighter, the only one I can play with.
I don't try to released this convert models because it's not from me.
Each texture takes about 5 Ko to 65 Ko, it's not so much for textures i think.

However, I agree with you.

 

Offline karajorma

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Baking Textures etc (From the Recent Builds Forum)
Import them into 3ds max or something and bake them then. That should turn 16+ maps into one big one with ease :)

Dependant on you having 3DS Max or something of course :)
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Offline MetalDestroyer

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Baking Textures etc (From the Recent Builds Forum)
I don't understand when you said "bake them" ??
I have 3DS, but when i load the model, is it normal i can't see any texture but only the model ?

 

Offline StratComm

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Baking Textures etc (From the Recent Builds Forum)
You'll need to activate the rendering of those textures first.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline MetalDestroyer

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Baking Textures etc (From the Recent Builds Forum)
Ok, i went to "Render to Texture". 3DS have generated 7 textures for the whole model. Now, i'm wondering, what to do next with it ?

I try to export the model, but when open it into Ts, i don't have any textures. Is there something I forgot ?
And, now, my 3ds file take less space than the original.
« Last Edit: September 02, 2005, 10:02:23 am by 1984 »

 

Offline StratComm

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Baking Textures etc (From the Recent Builds Forum)
All of that sounds right.  You'll need to make sure the texture Max generated is a filetype that Truespace can load, and that it is in a location that Truespace will look for textures.  Also, be aware that the 3ds format cuts any texture names longer than 8 characters to their DOS equivalents.  You may need to reapply the map in Truespace to get it to show (but you shouldn't need to do any UV work).  The filesize is smaller I think because with only one texture the file won't be as broken up as much (thus fewer duplicate vertices) and there is less texture information to hold.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline MetalDestroyer

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Baking Textures etc (From the Recent Builds Forum)
Quote
Originally posted by StratComm
All of that sounds right.  You'll need to make sure the texture Max generated is a filetype that Truespace can load, and that it is in a location that Truespace will look for textures.  Also, be aware that the 3ds format cuts any texture names longer than 8 characters to their DOS equivalents.  You may need to reapply the map in Truespace to get it to show (but you shouldn't need to do any UV work).  The filesize is smaller I think because with only one texture the file won't be as broken up as much (thus fewer duplicate vertices) and there is less texture information to hold.


Just a stupid question, how to be sure, if 3DS have save texture position into the model in .3ds ?
After the Render to Texture; what should i do ?

The textures generated are on tga format.

 

Offline StratComm

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Baking Textures etc (From the Recent Builds Forum)
I'm sure that the UVs (texture positions) are saved, though with baking they may be the wrong ones.  To check, I'd use either Truespace or 3dexplorer to apply the baked texture to the model as though you were giving it a new map and see how it turns out.  If it makes sense, then the new mapping saved.  If not, it didn't.  I really don't know what else to tell you.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline MetalDestroyer

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Baking Textures etc (From the Recent Builds Forum)
Ok, i try it. But if i apply what you tell me, when i put the baked texture on my model, i don't have to fix them ? I've just to put it, and the mapping is well done ?

 

Offline StratComm

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Baking Textures etc (From the Recent Builds Forum)
I think so.  Baked textures in max are generally flaky things for export; the models have 2 sets of UV maps as well as two sets of textures and I'm not really sure which gets exported.  The shrunken filesize makes me suspect that it exported the correct thing.  Anyway, just try it and see what happens.  If it doesn't work, come back here.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline MetalDestroyer

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Baking Textures etc (From the Recent Builds Forum)
Ok , now i undertsand ho to do, thx to you and this link ^^
http://www.planetunreal.com/fordy/gradientssmeshtutorials/lastpage.html

But, i'm wondering, why my texture is darker than the original ?
Take a look :

The left one, is from my UVmapping in 3DS, the right one, it's the original UVmapping.

« Last Edit: September 02, 2005, 04:07:26 pm by 1984 »

 

Offline StratComm

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Baking Textures etc (From the Recent Builds Forum)
Ah, that.  Baking textures in MAX requires proper lighting, as those maps have lighting baked in.  Play with your lighting setup (maybe a skylight with no shadowing and lower intensity as a full-bright skylight will wash out the maps) to adjust that.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline MetalDestroyer

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Baking Textures etc (From the Recent Builds Forum)
Where can i setup lighting ?