prototype1479 63 Posted November 1, 2023 So i have a model with 6 sections but 4 textures and 1 unmapped tri's, how can i reduce the amount of sections to 5? Share this post Link to post Share on other sites
Jackal326 1181 Posted November 2, 2023 You can sort all of the faces that use a particular texture to be part of the same alpha layering. You can do this by opening the texture library window with ALT+T and then double-clicking each texture individually in sequence whilst holding CTRL. This will select all of the faces that use that one particular texture. For the sake of your own sanity it would be worth at this stage then pressing E, to view the Face Properties window and making sure that all of the faces selected are using the same RVMAT. I've had it happen in the past where some faces haven't had the rvmat assigned or with Object Builder being rather fussy about things being CaSe SenSitiVe and some faces having lowercase and some having uppercase .rvmat extensions etc. Once you've determined all faces have the correct/same texture/rvmats combinations, you can then move each texture through the alpha sorting with CTRL+SHIFT+END/HOME to move them to the bottom/top respectively or CTRL+SHIFT+PgUp/PgDn to move them one layer up/down respectively. Be warned, faces that use _ca.paa or other textures with transparency will need great care when using alpha sorting as it can cause parts of the model *above* the transparent texture in the sorting to become invisible when viewed through transparent texture parts. Once you've done this for all textures in the LOD, you should hopefully have reduced you section count down to 5 (4 textures and 1 unmapped part, presumably a proxy) - I'm not sure if its the correct method, but in the past I have mapped textures/rvmats to the proxy triangles in a bid to further lower the section count by one and haven't seen any adverse reactions. 1 Share this post Link to post Share on other sites
prototype1479 63 Posted November 3, 2023 Yeah, I also heard that sometimes it's a visual bug so you have to copy n' paste it so it fixes itself. Share this post Link to post Share on other sites
prototype1479 63 Posted November 5, 2023 I have another question, is it better to have one 2048x2048 all merged or one 1024x1024, one 512x512 and a 512x256 separated? Share this post Link to post Share on other sites
Jackal326 1181 Posted November 6, 2023 I am of the belief that rendering in-game and overall performance is impacted more by the number of sections the model has, so one 2k texture is better than multiple smaller ones. Something to do with draw-calls or some-such... Share this post Link to post Share on other sites
prototype1479 63 Posted November 6, 2023 13 hours ago, Jackal326 said: I am of the belief that rendering in-game and overall performance is impacted more by the number of sections the model has, so one 2k texture is better than multiple smaller ones. Something to do with draw-calls or some-such... does the vanilla arma do the same? also what if the ram is a limiting issue? what to do in that situation Share this post Link to post Share on other sites
Jackal326 1181 Posted November 6, 2023 I'm not going to pretend to be an expert, but most modern systems should be able to contend with 2k resolution, so long as your model isn't using lots of them. 1 Share this post Link to post Share on other sites
prototype1479 63 Posted November 6, 2023 ok thanks for the info Share this post Link to post Share on other sites