Author Topic: Default ship image maps, and HT&L  (Read 4893 times)

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Offline Bobboau

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Default ship image maps, and HT&L
don't do this, it's a waste of time, the only ships that have more than one texture per subobject are capships and if you alter them to have all there textures on one map, it will look very very bad even if you use 4096^2 textures. there will be not be that big a boost in performence, in fact it's best that capships uses about three or four textures given that they have a generaly higher poly count
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Offline Setekh

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Default ship image maps, and HT&L
Quote
Originally posted by magatsu1
what is "HT&L" ?
Raven Shield quotes it in the minimum specs, but I don't know what it is !


Hardware Transformation & Lighting.

[q]From http://www.xbitlabs.com/articles/video/display/savage2k.html:
The process of generating a 3D scene from the supplied data (a 3D "world") is carried out by twofunctional units. The first functional unit is a "geometry engine", which transforms the 3Dcoordinates of the world into 2D coordinates for the monitor. This has to be done because themonitor on which the 3D world is to be viewed is a 2D device, which cannot directly accept 3Dcoordinates. The second functional unit is a "rasterization engine" which performs the task ofdrawing now the 2D world onto the screen. In addition to transforming 3D coordinates into 2Dcoordinates, the geometry engine can be used to generate lighting information for the world -storing information about light sources and calculating the amount of light each source castson any given point in the world.[/q]
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Offline KARMA

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Default ship image maps, and HT&L
odissey, if you want I have some of models for the Star wars conversion that may need this kind of work..

 

Offline Odyssey

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Default ship image maps, and HT&L
Quote
Originally posted by Flipside
Hmmm... Got that Deimos thingy finished...I'll have to look up how to apply your freshly baked image back into the original model :)

Flipside :D

Well, I'll just answer that straight off. In LightWave Modeller, create a UV Atlas map for the whole model, then use the Baker plugin to render the model onto that UV map. Assign one surface to the whole model. Then enter LW Layout, and apply the baked texture to the model using the UV Atlas map you created. Voila. That's how you go about it in Lightwave, anyway...

Bobboau, okay. I'll restrain myself ^_^

And KARMA, sure, discuss it in PM.

 

Offline karajorma

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Default ship image maps, and HT&L
Quote
Originally posted by Odyssey

Well, I'll just answer that straight off. In LightWave Modeller, create a UV Atlas map for the whole model, then use the Baker plugin to render the model onto that UV map. Assign one surface to the whole model. Then enter LW Layout, and apply the baked texture to the model using the UV Atlas map you created. Voila. That's how you go about it in Lightwave, anyway...

Bobboau, okay. I'll restrain myself ^_^

And KARMA, sure, discuss it in PM.


Wonders if I can use this to make a poor mans LithUnwrap :)
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Offline Bobboau

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Default ship image maps, and HT&L
you want to use a $3000 peice of software as a poor man's version of a freeware title? :wtf:
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Odyssey

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Default ship image maps, and HT&L
Lightwave can handle UV maps better than Lith anyway, using either Lith's method or any number of other ways... In other words, karajorma, could you explain? :)

 

Offline karajorma

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Default ship image maps, and HT&L
Basically I already have Lightwave and I need to learn to UV map ships. I'm just asking if I can forget about Lith and just do everything I need to do with the bake option.

Bob : I said poor man's cause it sounded like the results wouldn't be as good as Lithunwrap's but it sounded far easier to learn how to do.
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Offline IPAndrews

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Default ship image maps, and HT&L
Does this strike anyone else as being pointless, or is it just me? After all, it's not like the stock FS2 ships are 20k poly 50 texture monsters or anything.
Be warned: This site's admins stole 100s of hours of my work. They will do it to you.

 

Offline Fineus

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Default ship image maps, and HT&L
I imagine that the re-detailing of the FS2 models will come in due time. It'd be a massive improvement that anyone with the original game could instantly take advantage of by downloading.

  

Offline Black Wolf

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Default ship image maps, and HT&L
Quote
Originally posted by KARMA
odissey, if you want I have some of models for the Star wars conversion that may need this kind of work..


Hey... Hey yeah! That Y-Wing might be playable sooner than expected :D
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