Max?
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That particular texture does not have an alpha channel because the window is built in the geometry, so it's using 12-bit color. I think that the effect on the textures is because of the heavy compression of the DXT1 format and that particular green color (you can see the spots of very saturated light green all over the texture after the compression) I will try with other variations of green to see if I can get better results. Also, is it possible to use DXT3 or DXT5 compression in OFP? I understand that the size of the textures will double, but the quality is much better. Regards, Max.
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Yeah it's a chopper, a Puma SA330-L for the Falklands campaign we are working on. Here are a few screenshots rendered in max: Actually I'm pretty sartisfied with the results, but looking a the same model inside oxygen (with the pac textures) I'm not so sure if it looks good or not  Anyway, any comments/suggestions about the model are VERY welcomed!  Max.
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Ok, here are some pics so you can see what I'm talking about, the original .tga to the left and the .pac to the right: And a screenshot of bulldozer with the textured model: I think it looks awful  Max.
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Hi, thanks for your reply. Does it mean that the change I see on the texture is really a compression artifact created by the DXT1 format and is not because of a reduction of colors? Regards, Max.
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Hello, I'm having a problem with some textures for a custom model, I have some 24-bit tga's that I want to convert to .paa or .pac with texView. But the problem is, when I load one of the 24-bit tga's it looks like a lot of the colors are lost and it looks really bad, like if texView is reducing the number of colors in some way. I tried reducing the number of colors to 8-bit in photoshop and saving as .gif. but again when loading the file in texView it looks like the number of colors is still being reduced. I also tried using only 128, 64 and 32 colors but they are still being changed in texView. Looks like if OFP has a custom 8-bit color pallette. Is this true? Ok, I have one last question: What's the difference between the .paa and the .pac format? Thanks in advance for your help. Max.
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Thanks for the reply  ...so that means I will need to build 5 models with their respective LOD right? And what about the polygon limit numbers? Anyone? Max
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Hi all, I will be building some models for an OFP addon, and I would like to know a few things before I start doing the models: - What would be the average polycount limits for vehicles/weapons? - It is required to build a specific number of different LOD models? I mean (Very High, High, Mid, Low etc.) If so, how many? - About damaged models, do I need to build one too? Any comments on these subjects will be very appreciated. TIA, Max Â