FSIC Messageboard
  Tech Talk
  Multiple tex. refs on a single LOD?

Post New Topic  Post A Reply
profile | register | preferences | faq | search

UBBFriend: Email This Page to Someone! next newest topic | next oldest topic
Author Topic:   Multiple tex. refs on a single LOD?
Pachy
Pilot
posted 09-28- 08:41 AM     Click Here to See the Profile for Pachy   Click Here to Email Pachy     Edit/Delete Message   Reply w/Quote
Is is possible to have two objects in AC3D with different shininesses, merge them, and export the resulting object as a LOD with multiple texture references? If yes, will this procedure still work if I optimize the vertices on the merged object before exporting?

What I'm trying to do is model and texmap only a half of a complete plane and get the other half by symmetry.

------------------
Pachy

perso.club-internet.fr/gledimet

IP: Logged

wakeup tailgunner
Pilot
posted 09-28- 10:41 AM     Click Here to See the Profile for wakeup tailgunner   Click Here to Email wakeup tailgunner     Edit/Delete Message   Reply w/Quote
I have made fuselages with two seperate mappings before without problems. The B17 nose section contains mappings from 6 or 7 different textures!

What I found though, was that you have to be very careful with optimising. Sometimes you can get nasty things happening!

Save before you optimise, and check that the game accepts what you have one. I got caught like this on the B24. Each half of the fuse is a different texture, to avoid mirror image issues with squadron markings. Merged them together and lot faces when I optimised!

It does work though!

IP: Logged

Sv
Pilot
posted 09-30- 09:22 PM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Yes, texture ID and mapping is set at the polygon level. Optomizing verts is fine in all cases but one:

Let's say you want to create a horizontal stabalizer that has no thickness - like any of my WWI planes. But you do want to texture each side with a different area of the texture map - because you want a different top and bottom texture. You can not use a 2-sided poly here becuase there would be one map, the texture would look identical from both sides.

So I create two polygons that have verts located at the same exact locations, but the normals are flipped. I can now texture map each side correctly. BUT, if I made the mistake of "optimizing verts" then I would lose one side! This is because the process of optimizing finds verts at identical locations and replaces them with one shared vert - not what I want in this case.

This is the one time that you can not optiize, but I do make sure that each half of the stabalizer is optimized... then the two halfs are mergred but NOT optimized...

------------------
-Sv =FC=

WWI in SDOE!


IP: Logged

Pachy
Pilot
posted 10-01- 03:09 AM     Click Here to See the Profile for Pachy   Click Here to Email Pachy     Edit/Delete Message   Reply w/Quote
Thanks Sv, I was already aware of this trap but your explanation makes it clearer now.

IP: Logged

All times are CT (US)

next newest topic | next oldest topic

Administrative Options: Close Topic | Archive/Move | Delete Topic
Post New Topic  Post A Reply
Hop to:

Contact Us | Fighter Squadron Information Center

(This site Copyright (c) 1999 Inertia LLC)

Powered by Infopop www.infopop.com © 2000
Ultimate Bulletin Board 5.45c