Jump to content
Sign in to follow this  
Velo

[help] Texture Optimization Question

Recommended Posts

 

Hello everyone. I get a question about texture optimiztion when i make my jet model.

 

To clarify my question i draw a picture, which is put below.

 

All i want is make sure which texturing method can improve the computer performing when the texture file goes larger.

 

Case 1 use the same texture file, which is big one. May be 1024 or 2048. In case 1, when use the file twice to map each object (wing and flap) , is there only one texture file data in RAM? Even if the flap is small, it takes whole data calculating of the large texture, is that ture? Since it has to separate flaps or ailerons or refueling pipe to independent objects for interactive function, I am afraid it will increase consumption of calculation when such parts get more.

 

Case 2 use different but smaller texture files for each parts. However, the game has to load more file datas to RAM everytime.

 

May somebody tell me which texturing method can improve the computer performing. I gonna use files of 2048 size for my mod.

 

post-36141-0-75438800-1435327912.jpg

 

 

 

.

Edited by Velo

Share this post


Link to post
Share on other sites

The three aircraft I have released so far employed both Case 1 and Case 2 textures.  The Case 1 textures were 2048, while the Case 2 textures varied in size.  Also, many of the textures were quite complex - multiple colors depicting intricate detail, as opposed to a few colors showing simple details.  There wasn't any noticeable impact on frame rates on my mid-level desktop, though an old, low-end machine might have problems.  Based on that, I suspect optimization is not a major issue unless you have a large number of big, complex textures?

Edited by Geezer
  • Like 1

Share this post


Link to post
Share on other sites

if you map one mesh with say Texture1.jpeg        and another mesh with the same texture1.jpeg    the game uses the one jpeg it doesnt load it twice....thats why its better to use 1 texture for all parts of the model if you can....except glass or props for prop aircraft...

Share this post


Link to post
Share on other sites

Agreed, when I started to do a map for a failed project I would map every bit as ONE texture, rather than adding the main parts on the map, and adding the bits.  Adding the bits and in the Case 1 format makes it easy for us texture artists as the parts are laid out better and makes texture work so much easier to accomplish...

 

Here's a good example of how it could look:

post-5735-0-95907600-1435354092_thumb.jpg

Edited by EricJ

Share this post


Link to post
Share on other sites

I thought it may result in low performance when there are so many  objects like flaps, gears, gear doors, airbrakes, lights,etc.   Now, it is better to keep them as independent objects but use a large texture file to map them all, is it ?

 

Thanks for all of you!

Share this post


Link to post
Share on other sites

Yep, even with more reliable and better performing PCs, laptops, the more you can fit on a template the less video RAM you use to render the texture in-game (which helps framerates too).  The Super Hornet above uses 3 2048 x 2048 textures, along with a 512 x 512 texture for the drop tank itself.  In comparison the DCS:W A-10A and A-10C use 12 2048 x 2048 textures and at least my laptop doesn't choke on them.  But again ti's a matter of getting as many parts on one 2D Texture map as possible and still manage to look good when in-game and textured.

Share this post


Link to post
Share on other sites

I started to use the layout of the TK planes, and try to keep parts that are related in hirarchie on the same map. So I have wings, Fuselage and Wings and Nose.

 

What I see on the Hornet mapping is, you have wasted alot of space on the mapping :-/

Edited by 76.IAP-Blackbird

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Similar Content

    • By willtheboss323
      I've been working on a skin for the Su-37 Terminator based off of a design from Project Wingman. The skin file, Terminator.bmp, appears to have both sides for the wings, but, when I just put the stars on one side, the part of them that is on the wing ends up mirroring over to the other wing, instead of just staying the way it is in the .bmp file like I want it to. Is there any way I can disable the mirroring so that it won't put the stars on the left wing as well? (I am referring to the top sides of the wings of course)


    • By LilLucy
      Hi everyone, im trying to make a Su-30KI mod based on Marc's Su-27 using a SKM cockpit with my own camo skin, and i tried getting the flag of Indonesia on the aircraft in the decal.ini of the skin and i showed nothing so i made a 650 x 400 Jpeg of the flag and converted it to .tga and it was 739kb and it looked like the picture below. so i thought the pic / file must be too big. Then i re made the flag with a 8 x 4 jpeg and it was a 1kb file, and it was the same problem. i tried lowering the scale all the way to 0.003 and nothing changed. 

      But then i notice the default 51D has the Indonesian flag if i change the nation to Indonesia in single mission, soo is there a way to just get the national flag of it and how?

       
    • By LilLucy
      Hi everyone, im trying to make a Su-30KI mod based on Marc's Su-27 using a SKM cockpit with my own camo skin, and i tried getting the flag of Indonesia on the aircraft in the decal.ini of the skin and i showed nothing so i made a 650 x 400 Jpeg of the flag and converted it to .tga and it was 739kb and it looked like the picture below. so i thought the pic / file must be too big. Then i re made the flag with a 8 x 4 jpeg and it was a 1kb file, and it was the same problem. i tried lowering the scale all the way to 0.003 and nothing changed. 

      But then i notice the default 51D has the Indonesian flag if i change the nation to Indonesia in single mission, soo is there a way to just get the national flag of it and how?

       


    • By simonmiller416


      View File NKorea People's Air Force New Skin for MIG-29S(By TMF)
      TMF's MIGs as a famous great work, I don't need to link original mod, right?
      Thanks TMF!
       
      This is the painting used after North Korea upgraded the original MiG29A to 29S in recent years.
      That's it,I made this skin for my script of the Korean Peninsula campaign,now I share with your guys.
       
      Recommand step
       
      ADD
      [SquadronXXX]
      Name=55AR,1ACD
      DisplayName=55AR,1ACD
      Nation=NKorea
       
      TO YOUR SQUADRONLIST.INI
       
       

      Before Start,
      1.Make sure put NK1 folder into your mig's folder
      2.Make sure you add these sentences in MIG-29C_rus.ini
      (I personally recommand to build a independent folder for NK MIG29,but It's not necessary)
      [TextureSetXXX]
      Directory=NK1
      Name=55AR,1ACD
      Nation=NKorea
      Squadron=55AR,1ACD
      Specular=0.300000
      Glossiness=0.200000
      Reflection=0.000000
      DecalNumberRandomize=TRUE
      DecalNumberBlockSize=40
      DecalNumberStart=0
      DecalNumberEnd=39
       
      Then run your game and enjoy

       
       
      Unknow issues(or not?):
      1.I can't find a clear picture about the sign under the cockpit(yeah the red square),so I just write some korean on it(just not rigorous);
      2.I can't find a call sign texture consisting of three numbers side by side,so there are two number(yeah, just not rigorous).
      Submitter simonmiller416 Submitted 06/04/2020 Category MiG-29  
    • By simonmiller416
      TMF's MIGs as a famous great work, I don't need to link original mod, right?
      Thanks TMF!
       
      This is the painting used after North Korea upgraded the original MiG29A to 29S in recent years.
      That's it,I made this skin for my script of the Korean Peninsula campaign,now I share with your guys.
       
      Recommand step
       
      ADD
      [SquadronXXX]
      Name=55AR,1ACD
      DisplayName=55AR,1ACD
      Nation=NKorea
       
      TO YOUR SQUADRONLIST.INI
       
       

      Before Start,
      1.Make sure put NK1 folder into your mig's folder
      2.Make sure you add these sentences in MIG-29C_rus.ini
      (I personally recommand to build a independent folder for NK MIG29,but It's not necessary)
      [TextureSetXXX]
      Directory=NK1
      Name=55AR,1ACD
      Nation=NKorea
      Squadron=55AR,1ACD
      Specular=0.300000
      Glossiness=0.200000
      Reflection=0.000000
      DecalNumberRandomize=TRUE
      DecalNumberBlockSize=40
      DecalNumberStart=0
      DecalNumberEnd=39
       
      Then run your game and enjoy

       
       
      Unknow issues(or not?):
      1.I can't find a clear picture about the sign under the cockpit(yeah the red square),so I just write some korean on it(just not rigorous);
      2.I can't find a call sign texture consisting of three numbers side by side,so there are two number(yeah, just not rigorous).
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..