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Author Topic:   OPStudio Textures Pt. 3
Tailslide
Pilot
posted 01-07- 02:09 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

While I was flying online tonight, I made it a point to do an external view on all the planes and figure out how they are put together.. it seems every fuselage in SDOE has flat sides : (

I think I will save myself some grief and redo my fuselage with flat sides. It's just going to be too much work to match up the same texture on different faces at different angles and I'm not sure if there is a performance hit. I would hate to go to all that effort and find out it slows down the game.

TS


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TS Aircombat

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Tailslide
Pilot
posted 01-07- 02:41 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Hmm.. just had a look at Bryan's screen shots .. its hard to tell but it almost looks like the sides are curved on the fuselage. Does it look good close up? Can you post a pic of the mesh if it's not top secret? Is it just a planar texture for each side of the fuselage?

TS

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Bryan Russell
Pilot
posted 01-07- 08:26 AM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
It is all top secret of course, but if you promise not to tell anyone, then here goes.

I took these few captures to try to explain a couple of things I did

This shows The nose of the Hurricance

Heres the Mesh in wire frame, the section of the fuselage mesh follows the actual section from the 3 views I had, at least within the limits of the polycount.

The red bit is showing the part that was textured seperately to the rest, not a different texture just a different mapping session. It was basically a planer map horizontal to the "ground". The rest of the fusalage is a planer map vertical to the ground. I will be doing the underside of the nose and rear fusalage using the same technique later.

This is showing a cheat to remove the appearance of streaching. The right side shows panel lines drawn perfectly vertically, and so even though the there is sreatching it blends with like coloured sections so you don't notice. The left side has the correct paneling. I don't like this which is why I'll be re-mappin it later.

I hope this helps. Notice that I have also gone with the 3D tail feathers. The 2D ones really annoyed me for some reason once I noticed them. I don't know about FPS, but its easy to revert if its too bad.

BTW you'll be happy to know that I implemented that bulk import on OPS. Only catch is now that I need to do something with the matrix in a MAX script to get the prop, wheels and VStab right.

[This message has been edited by Bryan Russell (edited 01-07-2000).]

[This message has been edited by Bryan Russell (edited 01-07-2000).]

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Tailslide
Pilot
posted 01-08- 12:11 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

Sounds like we are wrestling with some of the same issues.. I suspect the "roundness" of my fuselage is making things extra difficult and I would need to align more than 4 maps on the fuselage to do a good job.

If you need an example of rotating parts around, I posted an updated copy of my script that rotates the wings before export on the OPP forum.

TS

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Bryan Russell
Pilot
posted 01-09- 05:56 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
It depends on what you need to do to get it to look right, I suppose I should have really done the bits on the side that are at about 45 deg but it looks ok without it , so I didn't. It might go haywaire if a texture with text or a picture on it is used though. You would probably need a octaganal set of mappings (if you understand what I mean). As one of my potentially useless tips, make the texture map with some brightly coloured lines on it. This can make it easier to line up rather than the camo paint job.


Bryan

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