I read in the WRPTool Manual that an island is limited to a total of 512 textures.
Is there any way around such a limitation?
Thanks,
Reap
Texture limitations?
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Re: Texture limitations?
Yes it will work. Just try to cover a map with one single big texture file and if your OFP is running stable you are also able to use 512 different types - there will be no difference.
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Re: Texture limitations?
Can someone explain how the engine handles these textures. Are they loaded on the fly, preloaded, etc. If you had 512 1024 textures would the engine be able to handle it?
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Re: Texture limitations?
thanks for the reply. So basically if I were to test an island with say... 4-5 2048 textures for the ground and it ran fine, it would also run fine if I maxed out the total number of usable textures? I'll run a test, but would all of them have to be loaded into memory? I'm still confused as to how that works. Would they all be loaded into ram at once? The vid card?
Sorry for the questions. I just have no clue as to how it all "works".
Sorry for the questions. I just have no clue as to how it all "works".
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Re: Texture limitations?
We have been using texture to great effect so this question interests us. Do you mean that by using a big texture file I can cover more than one cell with it? Say 4x4 for a 2048 file? Or what? I thought the engine always fitted each texture file into one cell.Yes it will work. Just try to cover a map with one single big texture file and if your OFP is running stable you are also able to use 512 different types - there will be no difference.
If you can span one texture over many cells how do you actually do it in WrpTool? WrpTool seems to support one texture file per cell.
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Re: Texture limitations?
Ummmmmm.......no, one texture per cell I'm afraid.
AFAIK anyway.
Planck
AFAIK anyway.
Planck
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Re: Texture limitations?
one way to fix that is to create large single plane polys with your texures applied, say .5 km per poly, then lay them on the map with the object placer. If they are tagged with the on suface properties they'll warp to the ground. Then you can have several km of ground by using fewer textures. But you can't place objects this way if your using aerial imagery as textures, so I guess this would work best in visitor unless you outlined the flat planes with areas where you'd need to lay roads, trees etc.
Last edited by ebud on 1970-01-01 00:00:00, edited 1 time in total.
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Re: Texture limitations?
How do you tag them with the on surface properties? As roads?one way to fix that is to create large single plane polys with your texures applied, say .5 km per poly, then lay them on the map with the object placer. If they are tagged with the on suface properties they'll warp to the ground. Then you can have several km of ground by using fewer textures. But you can't place objects this way if your using aerial imagery as textures, so I guess this would work best in visitor unless you outlined the flat planes with areas where you'd need to lay roads, trees etc.
If you seriously wanted to use aerial photographs you could do it in two steps:
1. Convert the aerial photographs to ground textures, lay them out in Wrptool and use them to place objects. As long as you don't save the wrp there seems to be no problems in Wrptool in using more than 512 textures. Otherwise just do it in sections removing the textures as you go.
2. Make your single plane polys and lay them out. Just have them aligned to cells.
A bit time consuming but it will work. Of course your pbo will be enormous, I have one containing about 5 km[sup]2[/sup] of ground textures and it is over 110 Mb. The result is worth it!
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