• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Repeating textures

Messages
94
What would be the best technique performance wise for repeating textures: there are 10 big hangar doors which use the same texture. Is it best to use 1 big texture with all 10 doors on it or is it better to make 10 linked objects in a model and every object calls the same 1 door texture? I imagine the quality would be much better with second example but are there any problems with this technique in FS?
So I don't flood this forum even more with basic questions I'll ask my second question here :)
If there are some objects in a model that are intersecting each other, could this be a problematic (idk, flickering, lost performance, something else I don't know about..)? See the picture.. I modeled this thing on the roof so that is perfectly matches the curvature of the roof. I could save some geometry if I'd just make straight line (red) but it would "cut" into the roof. Any problems with that?
 

Attachments

  • blender0004.jpg
    blender0004.jpg
    58.1 KB · Views: 490
As for the repeating textures there is some controversy needed:
If you use a big texture with each individual door on it you will be able to really make the doors look a bit diefferent from each other regarding weathering, stains, dirt etc.
If you make the doors all copies of a single one, using all the same texture you can achieve a very much higher texture resolution but the doors will look absolutely identical. It is up to your considerations which one you need. There is technically no problem with both methods.
 
I suggest the second approach and recommend the use of "add on polygons" to give each door some uniqueness. You could put signs on the doors, for instance.
 
If there are some objects in a model that are intersecting each other, could this be a problematic (idk, flickering, lost performance, something else I don't know about..)? See the picture.. I modeled this thing on the roof so that is perfectly matches the curvature of the roof. I could save some geometry if I'd just make straight line (red) but it would "cut" into the roof. Any problems with that?
For the intersection part of your questions, I think that these intersections are not critical. Performance is no problem and there should be no flickering. More critical are overlapping textures with a small distance of a view inches.
This could happen if you place some signs and doors on top of your wall. The effect is even more visible in P3D than FSX so take care and make a test to find out the best distance.
 
I make a point to attach objects and then weld vertices which eliminates oddities at intersections. However, this does raise the poly count. If this area is unlikely to be viewed by the user, then it really doesn't matter.
 
Back
Top