i would liketo see a skin divition implemented, i mean:
Rider:
boots
jersey
pants
gloves
helmet
googles
Bike:
front end
metals
plastic
handlebars
or some sort of division between the customizable things that people likes the most
wheels:
hub
spokes
rims
tires
also be available to exchange model parts such as handlebars, pipes, etc.
that may cause some problems but is up to the modelators to set a standard to everyone´s models fit each other.
so we could make a pipe for the ktm as an example, or maybe some different boots for ddmx´s v2 model, that would be totally awesome! (instead of having 30 skins called thor xxx red no leat,thor xxx red leat thor xxx green no leat, etc. )
skin divide
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skin divide
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Massacre ftw!
the human stupidity and the universe are unlimited, and im not totally sure about the universe...
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Re: skin divide
Good suggestion, but example is extreme. I would like to see some break up of textures, but some of what your asking is a bit overboard...like splitting up the wheel into 4 parts, thats too much! Wheels are fine as is. Your suggestion helps skinners, gives more options, and saves disk space. However it also reduces performance on graphics hardware.mace-x wrote:i would liketo see a skin divition implemented, i mean:
Rider: (6 textures)
boots
jersey
pants
gloves
helmet
googles
Bike: (4 textures)
front end
metals
plastic
handlebars
wheels: (4 textures)
hub
spokes
rims
tires
Heres the problem, older graphics cards cant handle a lot of texture changes when rendering objects. Each object/texture gets sent to graphics card to be rendered, so example current version of game is bike, rider, helmet, and wheels = 4 calls to graphics card PER BIKE. (10 riders * 4 = 40 calls to graphics card)
Your version is 6 textures for rider, 4 textures for bike, 4 textures for wheels = 14 calls to graphics card PER BIKE. (10 riders * 14 = 140 calls to graphics card)
There are code techniques jlv could do if not already, like batching objects by textures, which would help the situation.
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Re: skin divide
aaaaaah, got it.
so would be a bitch in video cards with lower memory true?
altrought, jlv, is there any posibilities to do something like this?
i hate to have to look in my skins with hundreds of skins and names.
so would be a bitch in video cards with lower memory true?
altrought, jlv, is there any posibilities to do something like this?
i hate to have to look in my skins with hundreds of skins and names.
![Image](http://img838.imageshack.us/img838/9898/pwjo.jpg)
Massacre ftw!
the human stupidity and the universe are unlimited, and im not totally sure about the universe...
Re: skin divide
I'm not a fan of the idea. It makes more work for the GPU and the only upside is the ability to mismatch your gear.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Re: skin divide
how about using different skins for gears and boots? Like 1024x1024px for gears and 512x512 for boots.
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Re: skin divide
Couldn't you have the textures merged into one image before it is applied to the model?
Re: skin divide
If the UV maps don't overlap you could. But in that case you might as well just have everyone run their own custom skin.wakestyle21 wrote:Couldn't you have the textures merged into one image before it is applied to the model?
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.