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Drakkhen

Multiskinning

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Hi,

I work for weeks now on a mod for a pack to be released soon (I hoped so) but as I implemented the multi skins on my planes, I faced a strange effect:

I put the setObjectTexture script I prepared in the init of the three planes, one being painted with the texture I used in O2 to map the P3D and the two others with alternative skins. The result when I run the game without touching anything is that the alternative skins are simply AWFULLY mip-mapped while the native texture is perfectly detailed.

The solution: "get in (pilot)" one of the planes!!?!?? crazy_o.gif

Once it made you change of view (pilot view in the present case), you just can get out and enjoy the real detail of the textures. rock.gif

The "funny" point is I can get the same awfull mip-mapping using alt-tab and wait some seconds before coming back to the game. Then the mip-map from Hell is back again and not refreshed until I move to a pilot place.

Maybe is this just a trouble with mip-mapping/fps ratio refresh?

Too bad anyway since it will be hard to make the player get-in/get-out at the beginning of the mission just for this... and it'll be impossible if he starts piloting a flying vehicle. wink_o.gif

The SEPECAT Jaguar A will be featured in the second Air-pack of OFrP.

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I noticed that what make the "get out" able to correctly set the mip-mapping is the presence of hidden-selected objects in the highest LOD that hold the textures used for multi texturing. Without them, get-in/get-out won't do much about this mip-map problem.

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Guest

Heheheh....weird!

There is a solution to your problem though. From memory, you have to create a new face for each texture in the model. Have a search around these forums.....it has been answered before. smile_o.gif

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Yeah, that is the solution adopted for every current multiskinned mod. Though, I find it strange that because of this little mip-mapping problem we have to multiply the model's number of faces for something that could have been handled using the setObjectTexture command.

Strange too that no correction to this has been implemented in the recent patches... let's pray for next patch to correct this  wink_o.gif

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Guest

I wouldn't hold your breath on that sad_o.gif

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No need now... I found a solution. wow_o.gif

That works well.

You'll see that in the upcoming pack. biggrin_o.gif

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Faces is the first step like you said Leone, I figured it out weeks before coming on with this thread, but even with that, I had this mip-map problem for the weeks after.

To keep the detail level correct, the faces must be sized so that the size of a mapped part of the added face (hidden selection) corresponds to the most detailed face map size.

For example: if for a vehicle you use a 2m long face with the half of a bitmap, you have to make the hidden selection face 4m to have the same mip-map level when you'll make the setObjectTexture. The simplest is to copy the most detailed face using each of the textures... but there still can be surprises (unsing a 0,0/0,1/1,0 face I had no more problem while a simple face copy still @#$! up the mip-map)

I thought the position of the face was important (since its mip-map level depends on how it faces the camera) but it seems not to be important... it seems.

Beware... having those big faces changes the position of the relative generated "drops" (they rely on the bounding box of the whole model, including those faces).

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You're welcome. I just wanted to be sure that was the real solution before sharing.

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