mppd Posted May 15, 2009 Posted May 15, 2009 Trying to think outside of the box here a bit: Is there a way to duplicate a portion of a mesh, give it a unique name, and have it be invisible except when you place a decal on it? Sometimes it is desirable to have more than the allowable number of decals on an area, and this would do it...??? Mike D. Quote
Syrinx Posted May 15, 2009 Posted May 15, 2009 Interesting idea. Don't know if it's possible ? Would it affect the poly count, you could end up with model overloaded with invisible decal meshes. ? Quote
mppd Posted May 15, 2009 Author Posted May 15, 2009 I'm trying to wrap up the F-4C/D that Crab started and I sort of picked up on - but thinking to make it easier to add decals. The enormous fwd fuselage decal that I used for canopy rail art, plus that area in between, plus the nose anti-glare area which were often painted, would be ideal for this perhaps. Instead of separating these parts and mapping them and trying to reposition the maps to match the old bmps, I was just wondering if they could be called out as invisible duplicate parts - rquire no mapping, plus will show a decal applied....just thinking. Quote
FastCargo Posted May 15, 2009 Posted May 15, 2009 Well, models with formation lights work just like that. The lights are simply meshes that have been cut out and moved out about .001 meters (no flashing faces) and textured with the proper colored TGA file (also, self illumination was activated). Anyway, if you applied a completely clear TGA to the 'duplicate detached mesh' as a texture (much like I do with my flight control links), it would be completely invisible. Now, I have no idea what will happen when you apply a decal on top of it...however, in theory since decals seem to have properties different from the mesh they are attached to, they should work normally. FC Quote
+Old Diego Posted May 15, 2009 Posted May 15, 2009 (edited) Instead of fighting the decal count, why not increase the mesh count? Cut the fuselage (or whatever mesh) into slices where most of the decals would go. Then rename those sections as fuselage01,02, 03 etc. They don't need to be removed for the DM or have any FM. That could be determined by the main fuselage00. Edited May 15, 2009 by Old Diego Quote
FastCargo Posted May 15, 2009 Posted May 15, 2009 Only problem with that method is possible shadow issues. With the new shadowing features, some meshes won't shadow if certain parameters aren't met. FC Quote
+Old Diego Posted May 15, 2009 Posted May 15, 2009 Not to derail this topic but what are those parameters? BTW, mppd, your idea will work as long as you can keep enough distance between your decal mesh and the aircraft mesh - Z fighting will produce flashing textures. Quote
FastCargo Posted May 15, 2009 Posted May 15, 2009 Not to derail this topic but what are those parameters? I wish I knew. What I've noticed from my various projects is that the mesh won't shadow if the program determines it's more 'concave' then 'convex'. An example would be my F-5Fs wouldn't shadow until I made the intake tunnels and afterburner tunnels separate meshes from the main fuselage. For any 'holes' that are in the mesh, I think the engine 'covers' them (figuratively speaking) then looks at the overall shape to determine if it should be shadowed or not. BTW, mppd, your idea will work as long as you can keep enough distance between your decal mesh and the aircraft mesh - Z fighting will produce flashing textures. Yep, shouldn't need more than a millimeter of difference. FC Quote
+Old Diego Posted May 15, 2009 Posted May 15, 2009 I had a shadow issue as well but it was due to a polygon count. On the Cobra, I broke up the fuselage mesh that was over 3000 polys and it finally showed up. I'll keep the concave/convex issue in minf too. Quote
mppd Posted May 15, 2009 Author Posted May 15, 2009 Thanks for the replys everyone. I may not use the idea on this one, but I just thought it up over a cup of coffee and figured I'd mention it before doing any experimenting. Thanks again. Mike Quote
+KnightWolf45 Posted May 16, 2009 Posted May 16, 2009 Instead of fighting the decal count, why not increase the mesh count? Cut the fuselage (or whatever mesh) into slices where most of the decals would go. Then rename those sections as fuselage01,02, 03 etc. They don't need to be removed for the DM or have any FM. That could be determined by the main fuselage00. you need link Fusalage01,02,etc to Fuselage00 right? sorry nood here Quote
+russouk2004 Posted May 16, 2009 Posted May 16, 2009 (edited) I thought of the poly thing ages ago to overcome decal bleed on a mesh...it does work...but you need to have the polygon placed a few cm`s away from a\c to stop any poly flashing...also it doesnt creat a shadow...so np there...but for larger areas to decal...you may have problems as you will need a few polys shaped to the mesh you want to add the decaled polys to. Edited May 16, 2009 by russouk2004 Quote
+Old Diego Posted May 16, 2009 Posted May 16, 2009 you need link Fusalage01,02,etc to Fuselage00 right? sorry nood here Yes, the Fuselage00 is the parent to the 01,02 and 03 children. Quote
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