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AlwaysSummer: How do they DO that?


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#1
Happycrow

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Hey folks.

Just started tinkering with the textures in AlwaysSummerv3, since we've had a request for (PG13) lingerie and skimpy-but-(PG13) clothes, so I went into the textures to do a few alterations here and there....

 

and was completely blown away.  You've got a fully-textured peltmap in one corner, and then a transparency in the other two thirds of the texture that goes over the peltmap, and it's all in the same layer... how did he/she/they DO that??? I mean, I get that I'm only barely competent here because the self-taught man has a fool for a teacher and all that, but...

 

  :blink: :o   :blink: :o   :blink:



#2
Tchos

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I think you're asking how it's possible to have the same image texture map contain data for different areas of a 3D mesh.  The answer is that you assign which areas of the texture map affect which part of the 3D meshes within the modeling program.  It's UV mapping.



#3
Happycrow

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No, I get that. I just realized what happened. Some of the outfits in this hakpak are actually TWO meshes, hence the double-texture. I don't know if that would increase the overhead or whether the game would just say "bottom mesh in this area not visible, don't bother with it, but it's VERY clever.



#4
rjshae

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No, I get that. I just realized what happened. Some of the outfits in this hakpak are actually TWO meshes, hence the double-texture. I don't know if that would increase the overhead or whether the game would just say "bottom mesh in this area not visible, don't bother with it, but it's VERY clever.

 

My (perhaps incorrect) understanding is that having separate meshes in a model adds a little overhead because it requires separate draw operations for each. It's usually more efficient to have just one mesh, but sometimes it can't be avoided.



#5
Tchos

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I'm not sure about adding overhead, but there are examples of multi-mesh models (what I've usually called multiple elements) in the stock resources, including all animated objects, and most of Kalister's work.  I'd think the more intensive thing would be using multiple textures per model, which some do, as opposed to packing it all onto one texture map.



#6
4760

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there are examples of multi-mesh models, including all animated objects.

Yep, and the reason is that (as in NWN) each moving part has to be distinct from the others (not true for creatures, as there's a skeleton for the whole body, which wasn't the case at the time of NWN).

 

I tend to avoid multiple textures per model, because it makes it impossible to add some visual effects (like the ones that swap the diffuse texture).



#7
Happycrow

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When I was doing my belt-slot armors, I had to make them fairly bulked-out and the underlayer pretty flat-chested to avoid clipping.  These are MUCH closer to the body - I'd love to know how they managed that without clip issues.



#8
Tchos

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Well, the belt slot armour doesn't replace the torso, it just goes over the torso.  Armour in the chest slot actually replaces the underlying body mesh, so there is nothing there to poke through.



#9
Happycrow

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Right. But in this case the underlying body mesh is ALSO the chest slot armor (b/c two meshes). So it will simply pick whichever one is to the outside and ignore the other completely, no flickering or any of that?

 

Man. Wish I'd known that a year ago, lol.  :D



#10
Dann-J

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If the overlapping polygons are close together, then you might get some flickering when seen from a distance. Chances are you'll never see the PC from that far away, but it might happen if the armour is worn by NPCs or enemies.



#11
Tchos

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It uses both, but if they were modeled specifically to work together, it shouldn't be a problem, unlike with the belt slot approach, where you need to account for different body replacers like Jester's, HGEC, and Zylch's.