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SW:EaW Modding, Mapping and Editing
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Old July 4th, 2009   #11
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Default Re: Rendering Shaders

Ah... that must be some kind of ginormous texture then :lol:. Probably better for normal and spec consistency though, not to mention load times.
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Old July 6th, 2009   #12
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Default Re: Rendering Shaders

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Originally Posted by Chandler View Post
Ah... that must be some kind of ginormous texture then :lol:. Probably better for normal and spec consistency though, not to mention load times.
Not realy. No bigger than 1024x1024. Most XWA texture are only 128x128 or smaller. so you can fit 64 on one big texture. That's no so bad is it
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Old July 6th, 2009   #13
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Default Re: Rendering Shaders

Im not a good texurerer. So I dont understand what u guys are talking about but I want to understand. Can someone pls explain me?
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Old July 6th, 2009   #14
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Default Re: Rendering Shaders

I do the same thing as Warb_Null, it's not that hard.
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Old July 7th, 2009   #15
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Default Re: Rendering Shaders

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Originally Posted by Warb_Null View Post
Not realy. No bigger than 1024x1024. Most XWA texture are only 128x128 or smaller. so you can fit 64 on one big texture. That's no so bad is it
Well it is only good if the model has two or three different texture or when you reskin it with a new texture but it can be very bad when it has thousands of different texture because you will have one model with many dds files and it will be too big. With these type of models usually I have seen to Nomada joining all the original texture on one or two big files and re-uv again with them the model. But the best probably will be to make the model with a new skin, it is the faster.
By example, the MC104, MC80C (the Mon Remonda), the MC90 Defiance, MC112 and MC108 on this screenshot are XWA models made by JM and converted by Nomada.
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And they do not use their original uv or skins. I think that it is the best solution.
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