Aces High Bulletin Board
General Forums => Terrain Editor => Topic started by: AcId on August 28, 2003, 04:20:15 PM
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What I am doing may be one huge waist of time since AH2 is right around the corner but is the largest usable size for AC skins 256x256? Or can I use a higher resolution?
Nevermind.....:rolleyes: I just upped one to 512x512 and it worked fine.
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I cant wait for AH2 myself
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Originally posted by AcId
What I am doing may be one huge waist of time since AH2 is right around the corner but is the largest usable size for AC skins 256x256? Or can I use a higher resolution?
Nevermind.....:rolleyes: I just upped one to 512x512 and it worked fine.
now for each aircraft you have 2 or 3 outside skin and 1 for cockpit
you can rise them easy to resolution you like and play offline or in h2h mode only (x1024 , x2048 ;) )
hard to say now how will look sheet for AH2 , but birds singing it will be twice better then we current have.
And all will be ( or allready is) re-fit, thats mean skins UV mapping can be changed and fixed in future
ramzey
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Whats the max res you can up the skins to anyway?
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Is there a max res allowable for MA/CT/SEA ?
The answer to that question could be important.
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I think its only the default 256x256 ATM to allow people with relics for vid cards to play.
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max for online (MA, CT.....Sea) are 256x256 pixels, 256 colors, but you have separated one for wings, fuselage and cockpit (sometimes more)
its diferent style of skinning here in AH, will be redone in AH2
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Ramzey, what is said "UV mapping"? :confused:
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positioning bitmap on 3d model
http://home.wanadoo.nl/r.j.o/skyraider/tut_texturemapping.htm
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Originally posted by Kevin14
Ramzey, what is said "UV mapping"? :confused:
UVW mapping is taking texture coordinate space and mapping it to model coordinate space. It's called 'UVW' mapping because 'XYZ' is already in use for the points on the model. When you are mapping a flat (i.e., two-dimensional) texture to a model, it's commonly called 'UV mapping', because you only have two texture coordinates. Each polygon on the model has its corners mapped to points on the texture map, and when the rendering engine draws the polygon, it copies the texture data, transforms it to match the shape of the model's polygon, applies whatever lighting and additional processing (such as bump-mapping) is necessary, then draws the polygon to the image being rendered.
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You can use the editor in 768x768 mode, thats what I did this fw190d9 in. I'm waiting for Ah2 to show up until I finish this or start work on a new one. (http://www.dangreve.com/ahss1.jpg)
Currently there are too many variables and no answers so far as per new modeling, ect....
Looking forward to Ah2 being out enjoyed learning some photoshop techniqes and doing some research. Now I gotta learn how to use layers in photoshop :)
More pics under New fw190 post in general discussion