Hard Light Productions Forums

Off-Topic Discussion => General Discussion => Topic started by: aldo_14 on June 15, 2001, 01:39:00 pm

Title: Lithium & UV Maps....
Post by: aldo_14 on June 15, 2001, 01:39:00 pm
Firstly, I downloaded the self-installer version of lithium (from the link in news), but it doesn't seem to support cob/pof.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/spineyes.gif)

Secondly, and I know I've asked this before (so sorry  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif) ), 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?

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Title: Lithium & UV Maps....
Post by: IceFire on June 15, 2001, 02:29:00 pm
I think it does now.  
Title: Lithium & UV Maps....
Post by: aldo_14 on June 15, 2001, 02:56:00 pm
 
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).]
Title: Lithium & UV Maps....
Post by: Sushi on June 16, 2001, 01:11:00 pm
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.



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Title: Lithium & UV Maps....
Post by: Nico on June 16, 2001, 04:52:00 pm
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)