Author Topic: Lithium & UV Maps....  (Read 1566 times)

0 Members and 1 Guest are viewing this topic.

Offline aldo_14

  • Gunnery Control
  • 213
Lithium & UV Maps....
Firstly, I downloaded the self-installer version of lithium (from the link in news), but it doesn't seem to support cob/pof.  

Secondly, and I know I've asked this before (so sorry   ), I get these strange warpy textures on big custom ships in FS2.  Any reason - I've been told it's due to bad UV projection, but it seems to consistant for that - i've had to make all hull models under 250/300 polys so they can be triangulated, which knackers the polycount a bit.  (And I don't know how to triangulate the individual faces, although i can sub-divide in Blender)

so, any good solutions for these?

------------------
http://uk.geocities.com/gunnery_control/index.html
      [email protected]      
ICQ: 119819902

"Why does it always rain on me?
Is it because I lied when I was seventeen?
....
Even when the sun is shining, I can't avoid the lightning.."


(c)1999 Travis

 

Offline IceFire

  • GTVI Section 3
  • 212
    • http://www.3dap.com/hlp/hosted/ce
I think it does now.  
- IceFire
BlackWater Ops, Cold Element
"Burn the land, boil the sea, you can't take the sky from me..."

 

Offline aldo_14

  • Gunnery Control
  • 213
 
Quote
Originally posted by IceFire:
I think it does now.  

Oops, i'm an idiot (clikced on wrong menu).  please ignore me now.

[This message has been edited by aldo_14 (edited 06-16-2001).]

 

Offline Sushi

  • Art Critic
  • 211
Someone call me on it if I'm wrong, but isn't face count what really matters? If so, then it doesn't really make any difference if you triangulate it or not.



------------------
Sushi- the OTHER white meat!

Accelerate your game-Velocity Mod
Sushi's Freespace Zone-Future home of loads of cool stuff.

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
well, when you push triangulating in Ts, it just gives you the TRUE polycount. In 3dsmax, it doesn't care you triangulate or not, it's always the same (generaly higher) polycount. So there should be no point, but it seems that truespace, modelview and fs2 are quite "stupid" and can be fooled you can cheat on polycount when you avoid triangulating... so you can actually have a much higher polycount than allowed by just hidding some edges (triangulating just unhide edges, by the way)
SCREW CANON!