Rhumba"s Mesh Is Up

I'll create an original 512X512 bmp and then divide it into 4 256sq bmps and use G2K's VTP1 poly with a "linked" texture method. That eliminates the need for any flattening of the area in order to have the ground texture show and it sits down in there so that CFS2's ground texturing shows on top of the custom texture.

Sweet...
Have you tried this before or is it something new? Regardless...I'm really looking forward to seeing your end results. :iidea:
 
I have tried linked polys before. Its a bit on the tedious side- partly because of the way that G2K works- but also because I haven't done it enough times to come up with an efficient routine. I also gave it up earlier because prior to the VTP1 fix it just didn't look that good.

When this G2K stuff started Lindsay Watt was probably one of the first to try linked polys and he created a wonderful Aussie airfield named Bowen. That was a long time ago- way before Rhumba and Sander's VTP1 fix's.

I have one in the MR inventory- don't think I ever released it in this version- Ballale. Should work fine with either stock or Rhumba's mesh and masks.

If you like to have a look I'll send Ballale to ya. Let me know.

The links below show what the work space looks like in G2K. First I set up a "template" poly whose corner coords match those of my 512sq texpoly in FSSC. Then using the mouse position indicator in G2K I figure out where the mid point is of each side and create the four linked polys accordingly. Then I dump the the original "template" poly.

To get the 4 alpha channel masks required for the four linked polys I go thru a four step operation on my multilayered texpoly psp file where I repeatedly crop a 256sq from each of the corners and then save those masks & bmps as NW, NE, SW and SE masks & bmps. Then I follow the standard routine of adding the masks to the alpha channels. The format for the final file is not DXTBmp- I forget off hand what it is and am not incline to go look at the moment. :d

Here are the images of the work space:
http://www.mask-rider.com/linkedpoly02.jpg (FSSC Workspace)
http://www.mask-rider.com/linkedpoly01.jpg (G2K: linked polys unselected)
http://www.mask-rider.com/linkedpoly00.jpg (G2K: linked polys selected)

Shots showing the detail texturing:
http://www.mask-rider.com/linkedpoly03.jpg
http://www.mask-rider.com/linkedpoly04.jpg

Chris
 
Wow Chris! Thanks for laying out the process. I can see what you mean by tedious. Clear head and no distractions required! :icon_lol: Having to use Cad/Cam software on a daily basis at my place of employ, these programs are much more user friendly, But at a cost. $5200.00 a seat. G2k and Fssc are made for everybody to use for free...just have to make up the difference with the ol' grey matter stored inside the cranium. :blind:
I sure would like to check out your Ballale rendition. I'll send a PM with email.
Appreciate It, Dave
 
BTW I forgot to mention one very important point. The reason it is necessary to break the 512sq bmp into 4 256 square bmps because if you don't, CFS2 reduces the linked 512sq bmp to a 256sq bmp anyway- something hardwired in the way that CFS2 handles VTP1 polys- and the resulting loss of detail- 75%- is visually catastrophic.

I see your PM notice up above and will send Ballale along. Remember to deactivate whatever other Ballale BGL you may active.
 
G2k and Fssc are made for everybody to use for free...just have to make up the difference with the ol' grey matter stored inside the cranium. :blind:

Yes FSSC and G2K are wonderful freely shared creations. I can't put a price tag on the hours of fun and relaxation I have received from both. Thank you Derek Leung and Christian Fumay!
 
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