Thank you PolyHertz! That's a big help! For my Unwrap UVW grid being set to 32 pixels, I did some artist math and divided the Checker Tiling (1.0) by 32, which gave me 0.03125 to enter for the grid size. Looking at the grid compared to my texture (as its broken up into 32's) it appears to have worked :D
What? I thought we were just talking about a 32-bit restriction here? A 32-bit XP (or vista) system with 4GB will read as 2.5-3.5GB of ram once you're booted up.
@kamilozo Likely not gamma corrected 32 bit float. From: https://www.cgcookie.com/articles/bit-depth-how-compression-affects-normal-maps Perhaps I make the 32 bit float optional in the settings
Use 32-bit texture formats. Basically if you're using 24-bit textures, you have 256 levels of height. That leads to stepping. Save your textures as 32-bit single channel greyscale textures.
After not doing much modelling for a while, I was sitting on my ass thinking, what would the world be like if Boeing and not Lockheed Martin won the JSF contract. And I thought to myself, why not make a game about the ill-fated X-32. So by god, thats what I will try and do. I have been playing around with luxinia for a…