More Rider Body Jm's
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m121c
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More Rider Body Jm's
Jlv how hard would it to be to separate the boots into a their own jm? Is it possible? I just think it would be better to have a 1k-2k map just for the boots, it would make the wireframes much cleaner, and will allow for high and low resolution releases. I personally would love to work with 4k maps on everything, but rF races would be horrible for some people, so I think it would be beneficial for some if we could release high and low resolution versions. I don't want to take up a stupid amount of uv space on the boots though and not allow for other things to be on the wireframe, such as a chest protector or neck brace, without ruining the quality of one thing or the other. Hopefully you can see what I'm saying?
So I already make my gear at a 2048x4096 resolution, I would like to just make it a 4096 square and use the other half for the boots, but that would compromise space that I would want for a neck brace or chest protector that I might want to put there. So I would then have to confine the boots to the, what I would guess to be 1k by 1k area, they are in now. Plus I think it would be nice if people could pick and choose what they wanted to look good, maybe to some, boots don't mean jack so they download the low-res, but the gear means everything so they download the high-res.
I just think it would be nice, that way people can pick and choose what boots they want on what gear without having to do anything in Photoshop (And possibly messing it up) or make another request topic.
So I already make my gear at a 2048x4096 resolution, I would like to just make it a 4096 square and use the other half for the boots, but that would compromise space that I would want for a neck brace or chest protector that I might want to put there. So I would then have to confine the boots to the, what I would guess to be 1k by 1k area, they are in now. Plus I think it would be nice if people could pick and choose what they wanted to look good, maybe to some, boots don't mean jack so they download the low-res, but the gear means everything so they download the high-res.
I just think it would be nice, that way people can pick and choose what boots they want on what gear without having to do anything in Photoshop (And possibly messing it up) or make another request topic.
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Ronny_Rocket
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Re: More Rider Body Jm's
+1 I think this would be a great idea, It would be sick if you could have like a couple of chest protectors for your team still named to your preference (chest-2014 Meow Motorsports-Hillman #700) it would make it so much easier for naming jm's and if you were in the mood for a chest protector you could put one on with any gear of your choice. I think this would also be a cool option with boots and goggles 
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KTM57
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Re: More Rider Body Jm's
If you're just going to use another huge map for the different parts, why don't you make an 8k map or something with everything huge? Obviously it would be nice to select things separately, but it's not like having multiple maps to read is going to increase performance.
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Ronny_Rocket
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Re: More Rider Body Jm's
I understand what your saying August but i think it would personally be cool if you could mix things up a bit. For example if goggles were a separate model (template and named separate to the helmet) one race you could go out in some bright yellow rolloffs and the next moto you could go out in some plain black goggles with tearoffs. I just think it would be cool to mix it up and see what different teams come up with 
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KTM57
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Re: More Rider Body Jm's
I understand what you're saying, but there are going to be so many issues with clipping and the like that come along with that. Right now, we have issues with rider models that don't quite stand on the pegs of our bike models. Unless one person creates every single model upon some sort of standard, everything is going to be slightly off, and the game is just going to have to spend more time loading separate files.
It would be cool if we could, for example, have goggles as an overlay on a helmet model, which would allow us to overlay different goggle skins onto the same helmet model, but I don't think that community-created content is going to be good enough to get away with separate models for each piece of gear on the rider.
It would be cool if we could, for example, have goggles as an overlay on a helmet model, which would allow us to overlay different goggle skins onto the same helmet model, but I don't think that community-created content is going to be good enough to get away with separate models for each piece of gear on the rider.
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jlv
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Re: More Rider Body Jm's
Why would you need 2048x2048 for boots? I bet you'd have a hard time finding a screenshot posted here where the boots occupy more than 256x256 pixels.
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m121c
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Re: More Rider Body Jm's
I was just making an example, you don't need a 2k map. I would just like a little bit more room on the uv space of the gear to put other things but yet still have good quality on the boots. I wouldn't want to use a 8k map as August suggested, as you said in a different topic when people have to size down a 4k map to 2k map they are then making the 2k's into 1k's. Now if you have to make a 8k into a 2k then now you are at 512x512 if the other stuff is originally 2k. I just think it would be nice to have a separate jm for the boots so people can have other boots on the same set of gear without having to open up photoshop and possibly messing it up.
I agree with August though, it's not for performance at all, more or less just quality. It's not something that is needed just an idea.
I agree with August though, it's not for performance at all, more or less just quality. It's not something that is needed just an idea.
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jlv
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Re: More Rider Body Jm's
I'd rather save the extra draw calls. If you need something between 1k and 2k, you might want to try a 2:1 aspect ratio texture so you only double the area instead of quadrupling it.
DJ suggested a making an adjustable texture size limit in the graphics settings a while ago and it is a good idea. I was thinking of going a little farther than that and making it defer reading the textures until it has all the models and then reading the textures accounting for the UV layout for a totally consistent resolution. Would probably be the biggest performance improvement I could make for most people.
DJ suggested a making an adjustable texture size limit in the graphics settings a while ago and it is a good idea. I was thinking of going a little farther than that and making it defer reading the textures until it has all the models and then reading the textures accounting for the UV layout for a totally consistent resolution. Would probably be the biggest performance improvement I could make for most people.
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barrington314
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Re: More Rider Body Jm's
IDK how big of a difference just separating the boots would be, but I think that a lot of people would like to be able to switch boots whenever they want without having to create a new skin for it. For instance, teams release a pack of skins last weekend for sx and then someone releases a new boot texture today, they are screwed on that boot unless they reskin the entire teams gear pack. Obviously this could happen with gloves or something else too but I think boots would be the best as of now if we could at least get 1 more separate part. But this has already been suggested a million times. Guess we should take the hint.jlv wrote:I'd rather save the extra draw calls.
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760Liam
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Re: More Rider Body Jm's
There is deff a way to implement this into the game, without having a lot a textures to load. As JLV was saying, make it so you an limit the texture size. So I can have my gear be a 2k map and my boots 256x256 if I wanted. It'd bee nice to be able to switch boots and stuff without having the name everything and saving all the skins.

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wheels1758
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Re: More Rider Body Jm's
How much would compiling models/textures at loading affect load times? I vaguely remember Ashes bringing this up a while back when he made that little skin selection program, but don't remember the extent of it.jlv wrote:I'd rather save the extra draw calls.
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wheels1758
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Re: More Rider Body Jm's
I guess I would see the model compiling not being an issue (assuming you create a call list for the model, shouldn't take long), but texture compiling could be an issue. Probably more work than it is worth, really.wheels1758 wrote:How much would compiling models/textures at loading affect load times? I vaguely remember Ashes bringing this up a while back when he made that little skin selection program, but don't remember the extent of it.jlv wrote:I'd rather save the extra draw calls.
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jlv
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Re: More Rider Body Jm's
I don't think there are any OpenGL drivers that are smart enough to merge DrawElements calls even if they are in a display list. In this case you'd be switching textures so it'd be impossible anyway. Basically, when you call BindTexture the GPU falls on its face for a moment. Not that 40 BindTexures is a show stopper, but it seems silly to go out of your way to pessimize things.
Texture compositing wouldn't be that hard to implement and it seems like a better way to go if you want semi-custom gear. The compositing itself would be pretty simple. The hard part would be coming up with a logical user interface for it while making sure it doesn't allow incompatible textures to be composited.
Texture compositing wouldn't be that hard to implement and it seems like a better way to go if you want semi-custom gear. The compositing itself would be pretty simple. The hard part would be coming up with a logical user interface for it while making sure it doesn't allow incompatible textures to be composited.
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barrington314
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Re: More Rider Body Jm's
Another good reason for separated boots... Naupoiss just released some sick boots, but only on a rider body with an alpinestars brace. So now everyone is limited to that only. (not a knock at Naupoiss in anyway) If boots were separated this wouldn't be a problem. 
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Boblob801
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