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Post by haito13 on Apr 5, 2009 16:05:21 GMT
I see, same as GTA. Thanks
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Post by Nightstalker on Apr 6, 2009 17:37:03 GMT
Its a failure in FL, I know, I have put over 1000 ships, bases, and space objects into the game (One mod in fact) and it does not except anything over 19,999. I've imported ships into MS that were 60k in polys. This crashes MS when you export them and if it is successful over 20k exporting the ship does not render in FL and does not show up in HardCMP to hardpoint. Also, if it was a failure in MS, you cannot create a CMP without MS so it is pointless anyway. So, why don't you get on the subject instead of trying to be an incessant know it all (Which you are still not).
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Bubb9
Crusader Pilot
Give a man a pizza and he's fed for 6 hours. Teach a man to make pizza and he'll need a rolling pin.
Posts: 90
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Post by Bubb9 on Apr 7, 2009 1:31:50 GMT
Its a failure in FL, I know, I have put over 1000 ships, bases, and space objects into the game (One mod in fact) and it does not except anything over 19,999. I've imported ships into MS that were 60k in polys. This crashes MS when you export them and if it is successful over 20k exporting the ship does not render in FL and does not show up in HardCMP to hardpoint. Also, if it was a failure in MS, you cannot create a CMP without MS so it is pointless anyway. So, why don't you get on the subject instead of trying to be an incessant know it all (Which you are still not). No need to get hostile, but know for a fact that is not the case.
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Post by haito13 on Apr 7, 2009 1:46:45 GMT
Err. Why not focus on something productive, like telling me what resolution you guys use for textures ;p
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Post by Nightstalker on Apr 7, 2009 4:04:59 GMT
Depends on what detail you want, FL excepts textures to 2048x2048 32 bit (Use DDS textures, it will save you space in the end and FL works with them better). These, however have to be in perfect square. It you use tga textures, they have to be flipped vertical.
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Bejaymac
Crusader Pilot
Pain in the Butt
Posts: 95
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Post by Bejaymac on Apr 7, 2009 11:47:41 GMT
Err. Why not focus on something productive, like telling me what resolution you guys use for textures ;p Get used to it, it's one of the reasons the FL community is so badly divided, one person says one thing and another person thinks he's talking bollocks Stick to 512x512 and mipmap them (FL will use them automatically without any LODs in the CMP), if you want to add detail then spread your UVMap over several textures. This way you avoid another cause of LAG when FL is still trying to draw a 2048x2048 unmipmaped texture at 2k+ distance.
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Post by haito13 on Apr 8, 2009 15:30:18 GMT
So this .Mat file, is it like a container for textures? Gta has a texture container, .txd. I think i'm getting the hang of this, since methods used by FL is quite similar to what im used to (GTA).
Thanks all, might ask some questions again when i start building Macross Quarter.
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Post by Nightstalker on Apr 8, 2009 17:48:31 GMT
Yes, the mat contains all of the textures. You can also add lightmaps to it by using the UTF Editor. There is a tut on this forum.
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