Author Topic: Quick Question Reguarding UV Imaging  (Read 2321 times)

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Offline Sanocon

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Quick Question Reguarding UV Imaging
So I have the first model and textures finished for my mod, But due to some small details I made on the ship, I'm wanting to use 2 diffuse maps: One for all of the LOD models, and one for the extra details in LOD0. Now for some reason PCS2 will only use 1 diffuse texture. The wiki says it can handle up to 64 textures per model and there's only 6 texture types. So is there something I'm not aware of on how to add multiple diffuse textures?


Also on a slight off topic side note. On a previous thread I made, someone mentioned detailboxes which help with lag for high polygon models. What are detailboxes?

  

Offline zookeeper

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Re: Quick Question Reguarding UV Imaging
Also on a slight off topic side note. On a previous thread I made, someone mentioned detailboxes which help with lag for high polygon models. What are detailboxes?

They're boundaries relative to the ship that you define for a submodel, and then that submodel will only get rendered if the camera is inside (or outside) the box. Like if you got a detailed fighterbay on the left side of the ship as a separate submodel, you could give it detailboxing to make it be rendered only if the camera is on the left side of the ship. That way the game won't bother drawing the bay in a situation when it wouldn't be visible anyway.

http://www.hard-light.net/wiki/index.php/Detail_box
http://www.hard-light.net/wiki/index.php/Subobject_and_Subsystem_Properties#.24detail_box: (don't forget to check $detail_sphere too, often it's more handy than a box).

In short: if you have submodels, it never hurts to detailbox them so that they won't be drawn when they wouldn't be visible anyway. I've went the OCD route myself and started giving rudimentary detailboxes for every submodel, including turrets.

 

Offline Black Wolf

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Re: Quick Question Reguarding UV Imaging
You can definitely add multiple textures in the manner you describe. What software are you using to UV map your model?
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Offline Sanocon

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Re: Quick Question Reguarding UV Imaging
You can definitely add multiple textures in the manner you describe. What software are you using to UV map your model?

Blender 2.5 also to note I do have a .dae exporter. Also im exporting the images as tga files for now so I dont lose quality.

 

Offline Black Wolf

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Re: Quick Question Reguarding UV Imaging
Oh, right. I don't know Blender unfortunately (could have helped if you were using Max or Lithunwrap). Dut lots of forumites do use Blender - someone will be able to help you out soon. :nod:
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
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Offline zookeeper

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Re: Quick Question Reguarding UV Imaging
Also im exporting the images as tga files for now so I dont lose quality.

Those will work just fine, but generally I'd suggest the habit of using png if you can; just as lossless but probably always smaller filesize (and often a lot smaller).

 

Offline Sanocon

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Re: Quick Question Reguarding UV Imaging
I'll note that. Its less confusing than messing with the dds format. Anyways so with the whole UV thing. Is it like I have to name the uv maps and textures a certain way or is there something more to it?

 
Re: Quick Question Reguarding UV Imaging
I think you'll want to assign material groups, to get different textures on one ship.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Multiple_Materials

 

Offline Sanocon

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Re: Quick Question Reguarding UV Imaging
I think you'll want to assign material groups, to get different textures on one ship.

http://wiki.blender.org/index.php/Doc:2.6/Manual/Materials/Multiple_Materials

I think I already tried that. But I'll try again anyways. I'll also make sure that the materials are named after the textures just in case.