www.tombraiderforums.com  

Go Back   www.tombraiderforums.com > Tomb Raider Modding > Tomb Raider Level Editor > Tutorials and Resources

Closed Thread
 
Thread Tools
Old 11-06-20, 01:28   #1
DaroRaider
Historian
 
DaroRaider's Avatar
 
Join Date: Apr 2012
Location: San Juan, Argentina
Posts: 355
Thumbs up Dxtre3D - How avoid 'duplicated' textures compiling a level.

This is long, but easy to understand so pay attention!

Many of you must be aware of this problem. As you build your level with the editor, the textures are 'duplicating' or 'multiplying' according to the architecture of each room.
This is because the editor 'duplicates' or 'generates' a new ID part according to the shape of the poly in the room's architecture.

In the image below you can see an only one room with only one texture applied.
( I used as base level one with all meshes, sprites, and moveables textures erased to show it better )



Then, the compiled level has only 2 ID textures, one of them is the one applied to every tile in the room.







This is because the editor duplicated the texture Ids to apply them in each polygon shape. This is what really make the amount of textures pieces higher and higher as long as the level is built up to reach the limit of the engine,

Now the solution to this is to define an ANIMATED TEXTURE and apply it on every poly of the scene

We define an animated texture with ONLY ONE FRAME. In this case we use the RX-Tech wall 64x64



And finally we apply it on every polygon of the scene.





CONCLUSION:

If we apply an animated texture to each polygon of each sector of the room, the animated texture DOES NOT DOUBLE to define the shape of the polygon but the Animated texture (by default harcoded) is mapped to the polygon according to the engine criteria.
We could then build the rooms and architecture and texture it with an animated texture to avoid duplication. A good strategy without a doubt. The theory makes sense but it is necessary to see if, within the limitations of the engine, it is allowed to text absolutely everything with an animated texture without presenting any drawbacks. Naturally afterwards you have to apply the Rview avoid limit method at the end of everything to correctly texturize the project.

Hope this is enough for now, I would like to know if this method to use animated texture to texturize the scene can be complemented in the usage of building a level with DXTRE3D... Seems to work in a little test but would be interisting if anyone is building a high scale project and this can work succesfully. Good luck dxTre3d talented builders!
__________________
To ensure that you are doing a good project is to feel that you are enjoying it.
DaroRaider is offline  
Closed Thread

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT. The time now is 12:41.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2020, vBulletin Solutions Inc.