I've been following a number of threads here as I slowly build my CFS3 install. This will be VERY useful info when I start exporting 3dsMax models to Gmax, and then to CFS3. I noticed several CFS3 models I DL-ed used multiple 1024 maps to skin the aircraft, perhaps because the modeler did not know about info above?
That brings up another interesting question. In some sims, multiple art files of middling size don't impact frame rate performance as much as one BIG art file. Has anyone fooled around with this in CFS3?
The reason I ask is that I am contemplating some 1937 China aircraft and ground objects for CFS3, and I am wondering if an existing game map, such as the China region of PTO, can be upgraded.
Apart from the fact that I don't really know the answer to your questions, I just want to say " Wow, I want that!!"
But IIRC, if one wants to make use of .mos file w. bulletholes etc. appearing on an aircraft's exterior, the external textures should be on one texture sheet. The cockpits etc. can be on other/multiple sheets. I don't know if there is a max. size for those texture sheets but since CFS3 is quite old, 2048x2048 probably was considered pretty big back in the days. Doesn't FSX have 4K sheets for the newest, most detailed AC? But then again, you should take into account that FSX is a civvie sim and there's no need for the program to track the multitude of aircraft, bullet and weapons trajectories, and effects simultanously that a combat sim is required to do. I can imagine that doing so in real-time for many AC with 4K textures might be too much for some PCs.
When I started doing some limited modelling for airfields, I started out with separate textures for each model. But resolutions varied, some models were really small and I wanted to make more efficient use of the texture sheets, so at some point I combined several small textures on one big texture sheet to keep things less cluttered. I can't recall the exact reasoning although it was connected to your second remark. I don't think it affected performance negatively though. I am not that computer-savvy but your question raises these points again:
- What uses more memory and processing speed; the loading of a series of smaller textures or one big texture?
- If a number of small objects take their individual texture from one big sheet, say 2048x2048, are they treated as individually having a 2048x2048 texture, even though they only use a small portion of it? How would this affect the first point (processor/memory load)? There are probably some tech guys around who know the answer to these subjects.
- I think that in PTO's documents it is stated that you're free to play around with it but I am not sure what you want to do to the China theatre. You can of course replace the landclass textures with better, more detailed ones but I think it is pretty difficult to alter the landscape itself: It requires a new mesh and/or landclass files. See the recent thread on creating landclasses etc:
http://www.sim-outhouse.com/sohforums/showthread.php?101359-TIFFs-files-for-CFS3-landclasses
Would love to see your models in CFS3!