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Author Topic: Best way to texture large multi object model?  (Read 277 times)

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genXgamer

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Best way to texture large multi object model?
« on: December 07, 2024, 10:13:29 PM »

Hi guys

Working on a little side project making a basic offshore drilling platform that can be used as is or enhanced further by adding raised static objects.
Red items are suggested static objects.

Currently I have crammed all but the crane (50% mapped) texture into one 1024 x 1024 texture.
With more mapping to do and some objects that could benefit from larger textures I want to know which way to go about it.

My preference is to have multiple textures (4) with the pylon, crane and helipad having their own 1024 texture and everything else on a forth 1024 texture.
Another option is a single 2048 x 2048 texture.

What do you recommend for best in-game performance?


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Vampire_pilot

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Re: Best way to texture large multi object model?
« Reply #1 on: December 08, 2024, 02:30:06 AM »

Have you thought about making it a (static) ship?  You can have multiple meshes and textures in it and it can sink when damaged.


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genXgamer

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Re: Best way to texture large multi object model?
« Reply #2 on: December 08, 2024, 06:45:31 AM »

I was thinking of making a hier.him mod version.
A multi mesh static object.

This would mean creating a hierarchy file, having the main platform as the base then attaching other meshes such as the items in red to it.
The main problem with this is,
1.   I don't think the hier.him mod is widely used and is not included in B.A.T.
2.   It has a problem displaying shadows on certain objects.   A few a which will be used here such as the crane, radio tower, NTL Tower, Koper 1 and cran_left.

A stationary ship is something I might look at later on, but for now it will be a 2100 poly static object with a simple damage model.

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Vampire_pilot

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Re: Best way to texture large multi object model?
« Reply #3 on: December 08, 2024, 11:22:42 AM »

Or just make it several objects?

Like, the base square. Then the helipad, the crane and the tower and whatnot on top (the red stuff)  as separate, properly elevated objects. then someone can easily "customize" a rig. Like, two helipads? Or more tanks? Or no tanks at all... Not all platforms must look the same.
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