DDS Help

You can texture aircraft models with more than one texture sheet, using one texture for the main airframe and any others for details like undercarriage, wheelwells, cockpit etc. The .MOS file references the main airframe texture and bullet holes and other damage shows just fine. Maximum texture size for CFS3 is 2048x2048 with tweaking of the sim so we don't have the potential for extreme detail like FSX. Going mad with umpteen 2048 textures will bog CFS3 down, so packing your UV mappings closely and welding coincident UVW vertices together is still needed to keep frame rates high, as is not using 2048 textures when they're not needed, like with gauges in the VC.
 
Welcome aboard Geezer, looking forward to seeing your work in sim!

As a skinner in CFS3, I would prefer a single texture sheet as the process is easier and it cuts down on having multiple large texture files. Unless, the texture mapping is having to use one part of the sheet for multiple areas on the model.
 
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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?

well some models are conversions from other MS flight sims that are not restricted to one map.

nice aircraft and objects collection you have there :encouragement:
 
nice aircraft and objects collection you have there :encouragement:

Thanks. Strictly speaking, I am not working on a "mod." It would be more accurate to say I am fooling around with a bunch of stuff that follows a theme - the Sino-Japanese war of 1937-38 that laid the groundwork for Chennault and the Flying Tigers. I'm fascinated by 1930s aircraft and the China war saw a huge variety of types operated by both sides.

Right now, its a collection of aircraft and ground object models in various stages of completion. I may also branch out into experiments with a game map.

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some models are conversions from other:encouragement: MS flight sims that are not restricted to one map.

well, to keep the CFS3 airplane main body texture (a "skin" source) as a single file because of the MOS editor damage paint features isnt needed so strictly now ;)

for the recently released Messerschmitt Me 163B Komet found gecko a relatively simple way, how to avoid of such restriction... if I good remember.

the CFS3 Komet use two main standalone textures, one for fuselage and one for wings, still you should be able to see the bulllet holes etc. appearing ingame as you would awaiting ;)
 
Borek is correct, bullet holes can be added if emitters are added to the model in each location you want to place a bullet hole. However, the single sheet using the .mos still works a bit better, particularly for larger areas of damage, as the bullet holes are decalled onto the contours of the model with the .mos, but the emitter method uses flat sprites, so putting them on curved areas doesn't work as well. The .mos also allows parts to be made transparent (like if your fabric control surfaces get shredded) and jagged edges applied to parts that break off like wings and tail.
 
for the recently released Messerschmitt Me 163B Komet found gecko a relatively simple way, how to avoid of such restriction...

yeah, I might have had something to do with that myself :wavey: I think Clive is the 1st person I have seen use this method though Gecko has greatly improved upon it.

gecko
Borek is correct, bullet holes can be added if emitters are added to the model in each location you want to place a bullet hole. However, the single sheet using the .mos still works a bit better, particularly for larger areas of damage, as the bullet holes are decalled onto the contours of the model with the .mos, but the emitter method uses flat sprites, so putting them on curved areas doesn't work as well. The .mos also allows parts to be made transparent (like if your fabric control surfaces get shredded) and jagged edges applied to parts that break off like wings and tail.​

Also the emmiter system requires the end user to edit their effects file unless they are using a full MOD(like ETO) where this may allready be done. But still it is a workaround when there is a reason to use more than one texture sheet.
 
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