What do you guys think of this hangar with photoreal textures? I think it came out pretty good but it's the first time I've used actual pictures that I took to create textures for an FS scenery object.
I am not a fan of photoreal, but it does seem to lend itself better to scenery than aircraft.
That shot does look good, I guess the only issue is any fps hit. What size and format is that scenery shot, and if you didn't use photoreal what size and format would you estimate that it would be?
Steve _______________________________________________________ Quid Si Coelum Ruat _______________________________________________________
Having the shadows showing from the photo is what really sets it apart. The textures for the outside uses a standard 1024x1024 texture that is about 500k. That's slightly less than for example some of the textures that Ian used for the Lakenheath scenery. The inside textures are about 1000k file which is the same size for example as just one of Nick's Mirage model textures.
Scenery is just like AI aircraft models in that the size of the texture files isn't as important as the number of times they get used or called. Just like AI models, the less overall textures FS9 has to call to color everything the better the performance will be.
I would like to put the textures on smaller formats like 512x512 but I've found that doing so greatly reduces the quality of the textures themselves and causes many of them to get stretched to fit the surfaces they go on. That model, which would be the highest poly model for that style hangar since both the inside and outside are modeled is all of 300 polys so that's not much of an issue. The closed version would have probably half that number. It's the texture calls that really slow things down.
Depending on the file extension and wether you use Photoshop or PSP you make be able to run an option that will compress the file but not degrade the look of it.
I think that the shadows highlight the make up of the doors and it works really well there. You seem to have checked out the downside and there doesn't seem to be a major impact so I say go for it.
Steve _______________________________________________________ Quid Si Coelum Ruat _______________________________________________________
MIKE JG wrote:Having the shadows showing from the photo is what really sets it apart. The textures for the outside uses a standard 1024x1024 texture that is about 500k. That's slightly less than for example some of the textures that Ian used for the Lakenheath scenery. The inside textures are about 1000k file which is the same size for example as just one of Nick's Mirage model textures.
Scenery is just like AI aircraft models in that the size of the texture files isn't as important as the number of times they get used or called. Just like AI models, the less overall textures FS9 has to call to color everything the better the performance will be.
I would like to put the textures on smaller formats like 512x512 but I've found that doing so greatly reduces the quality of the textures themselves and causes many of them to get stretched to fit the surfaces they go on. That model, which would be the highest poly model for that style hangar since both the inside and outside are modeled is all of 300 polys so that's not much of an issue. The closed version would have probably half that number. It's the texture calls that really slow things down.
The reason why my textures are 768k (I think they are that) is because I use mips which is a must for a complex scenery. Using the 1024 by 1024 textures will present little FPS impact providing you use mips, if you dont you will get stutters. Also applying a alpha channel in DXTbmp is a great way to prevent stutters too. I rarely use 1024 by 1024 textures now, I tend to go with 512 by 512. Althought for FSX im starting to use 1024 by 1024.
Ian I always save the textures as DXT3 bitmaps with mipmaps selected. That seems to have worked out pretty well in the past. Is that what you use as well?
You only really need to use DXT3 textures if you need to use a translucent texture, as it give you all the shades between black and white for the alpha channel to achieve for example a glass effect.
DXT1, is more or less the same but the alpha channel is like a on/off switch, your alpha channel can either be opaque or transparent. DXT1 textures are also smaller in size so use less resources.
I think your Hangar looks great with photo real textures, I wouldn't use anything else.
Here's a few RAF type buildings I've built for my sceneries using photos.
Stevo
Rimmer: Step up to red alert.
Kryten: Sir, are you absolutely sure? It does mean changing the bulb.
I think that photoreal textures are fine. The only problem is that they stand out sooooooo much if the other objects in the scenery are not also photoreal.
As far as shadows go, I like them as they add "depth" to what can otherwise appear to be very flat boxes with rectangles drawn on them.
Now, having said that, in FSX shadows are quite possible since the lighting engine is more advanced than that in FS9 and "added shadows" drawn into textures can look a bit weird if the light source is coming from the "Wrong" direction.
But given the choce between no shadows on textures and shadows, I'll usually go for the shadowed textures.