For a long while i've been told that, to keep FPS high, model skin quantity is the main issue.
Fewer large skins for a model is loaded fast than multiple smaller skins.
for new build 3ds models, modellers can do this from the begining.
as for old lods - if we still want to use them for a while, then how to fuse texture into fewer skins?
solution:
1. lod exported to 3ds, do textmapping edits in 3ds, then import back to lod for use.
2. manually pick and move groups of node/faces to fewer skins.. very time-consuming.
3. Ask our LE master Fred to make a new LE function, let LE scan node/face skin#, move-and-scale FOUR skins into ONE skins. the four old skin wireframes are projected at left upper, left lower, right upper, right lower squares of the ONE new skins. I've proposed this idea a while ago.
4. the last one - i use existing LE to do the same tweak as #3, just rougher.
i take A-10 for example, it has 10 skins. procedure:
- i take a blank 512 skin, use different colors to mark FOUR square areas, then save as 4000. 4001.4002.4003.
- ADD 4000-4003 to this A-10 lod texture list. they become the 10th-12th skins.
- i select ALL nodes of A-10, then use LE function [batch node processor]> change all #0 skin nodes to #10 skin(4000).
once done, i immediately use LE function [texture mapping], go to 4000 skin, enable wireframe, then scale-move the wireframe to fit left upper square. save.
- now i repeat previous step, Select ALL nodes of A-10 again, then use LE function [batch node processor]> change all #1 skin nodes to #11 skin(4001).once done, i immediately use LE function [texture mapping], go to 4001 skin, enable wireframe, then scale-move the wireframe to fit right upper square. save.
- i move-scale #2 skin to #12(4002), left lower square area. do the same for #3 skin to #13(4003), right lower square area.
- the, still use [batch node processor], move wirefarme in #11, 12, 13 to #10 skin, one by one. in this way i fuse four skins into one. the shortcoming is wireframe size and position may not as precise as before.. to re-use old skin, you may need photoshop skill to overly-adjust skins on NEW wirefarme tamplete.
i'll post a link to this sample later.
For old 3d models - Fusing multiple skin tiles into fewer
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Re: For old 3d models - Fusing multiple skin tiles into fewe
This is what happened in OFP -> Armed Assault change. The amount of texture merging I had to do was insane... nice to see this same task is now at hand for Falcon 4 texturers ![Wink ;)](./images/smilies/icon_wink.gif)
![Wink ;)](./images/smilies/icon_wink.gif)
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Re: For old 3d models - Fusing multiple skin tiles into fewe
http://www.mediafire.com/file/4tyw653ul ... 930-11.zip
here's the sample. note- i used a very old a10 lod for testing.
here's the sample. note- i used a very old a10 lod for testing.
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Re: For old 3d models - Fusing multiple skin tiles into fewe
Thanks ccc, but i am unable to unpack the file. It says hte file is corrupted...?
Luk
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Re: For old 3d models - Fusing multiple skin tiles into fewe
It's ok now. THX.
Luk
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Re: For old 3d models - Fusing multiple skin tiles into fewe
Moved this topic to terrain / theater area as its purely editing topic.
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"ALPHA BLACK TO PAPA BEAR. ALL RUSSIANS ARE TOAST. OVER."
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