Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Bobboau on August 18, 2005, 03:43:48 am
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I would like someone to use the atached skin and remap the HTL fenris to it, this will greatly increase the effecency of that model, and I have a particular need for this model to be remapped to this file, I have found that I realy don't have the time to deal with all the extra complexities of this thing and would greatly aprishiate someone doing this for me. this is related to a certan major project I'm working on, and help on this item will go a long way to speeding this project up, and you all know that would be a good thing.
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bob, if the texture won't change the aspect of the model, and you need it only to have the fenris mapped with one map, it is better if you find someone able to bake the textures
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If this is the sharpened version of the original HTL Fenris model, than you only have to put it into your data/maps and load the game. But I guess you know it so this post is useless.
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:rolleyes:
Yes, Bob, if you just get someone to bake it it'll give you a single map just like that anyways.
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well I don't have bakeing capabilities, someone try it, but I have a feeling it won't come out as sharp.
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Damn, my pc crawls when running this in max...
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dunno if you already solved your prob, anyway..
I don't have baking capabilities too (for the moment, at least), btw the baking thing gives you new uv coordinates, so you can change the texture later or, better, you can change the actual textures with some more sharp version and then bake the model.
Of course you'll need to find someone willing and able to spend 15 minutes doing so...
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No need - i already did it ages ago, but the release back then was in a separate thread ( http://www.hard-light.net/forums/index.php/topic,23505.0.html), and now the host (sectorfiles) has died. :(
Anyway, if you lot can wait a week or so, an even more optimised version will be in that HTL foursome pack i've been working on for ages. ;)
Mind tho, it's not 100% efficient, since the two trims are separate textures still, and the turrets and radar are a separate small texture (i separated them specifically so that it would be more efficient, but was later told it would be slightly less efficient. :( )
It's also got a fair few bug fixes.
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Originally posted by Vasudan Admiral
Anyway, if you lot can wait a week or so, an even more optimised version will be in that HTL foursome pack i've been working on for ages. ;)
*Starts gnawing on fingernails.*
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There's a possibility that the earth could spontaneously combust in the next week.
Are you willing to take that chance? :p
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Originally posted by Vasudan Admiral
No need - i already did it ages ago, but the release back then was in a separate thread ( http://www.hard-light.net/forums/index.php/topic,23505.0.html), and now the host (sectorfiles) has died. :(
Anyway, if you lot can wait a week or so, an even more optimised version will be in that HTL foursome pack i've been working on for ages. ;)
That's the one containg the Fenris, the Triton, the Aeolus, and the Lucifer, right?
BTW, I fused the mapping of the Fenris/Leviathain on my PC ages ago. It's not that hard if you have Lilith.
Though I did take the easy option and not rearrange the parts within each block...
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Yeah it is - everything about it is complete save the lucifer, but i've had to put it on hold for the past 7 weeks due to some big exams and a major work due this comming monday. :(
If all goes well, i should be able to complete it pretty quickly after that. :)
There's a possibility that the earth could spontaneously combust in the next week.
Are you willing to take that chance? :p
:shaking:
*treads very carefully on ground*
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/*lights a match*/
I got it solved, but sence you are going to release a finished version I won't bother releaseing it myself, the thing that kept throughing me was that you moved some geometry around and I didn't realise this so when I used the origonal maps as the base I could never get them to align properly.
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Indeed - bits didn't quite fit (engines and bow side windows especially), so i had to do some fiddling. :)
BTW, while you're here, are you still sure that it's more efficient to have turrets and subsystems use the main hulls big texture rather than a separate smaller one? And if so, will a single 256 res separate texture for the submodels cause any slowdowns? :\
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yes, if you already have a texture set it is inefichent to change it even , or especaly if it's big. although sence you are drawing a seperate object already, th diference isn't too vast, though it would still be slower.