Yeah...I think I may do that for specific areas as more of a hybrid with tiling elsewhere and I guess make extremely heavy use of decals. That would be a hell of a lot of unnecessary polys and give me 2fps lol Thanks all for the help
Honestly yeah, I don't have all of the information yet for that game engine. My problem is that there is not any specific information pertaining to what I need to figure out which sounds ridiculous, with UE4 for example I could stroll through YouTube and have everything I need, but right now I am just guessing because the…
It sounds like you don't have enough information on how this engine works for your flight sim maybe. Are there other examples of similar terrain mods you can take a look at? How do existing airports look under the hood? Be looking for Multitexturing techniques like Eric pointed out, things like smaller tiled textures…
Well, that's where observation, ingenuity and reverse engineering come in. Modding ain't always easy :) It's hard to answer specifics about workflow without knowing engine specifics for whatever this flight sim is, and how textures are used. I'm making assumptions based on that PS image with the slices here- I'd guess that…
So essentially if you were to create a workflow like this then it would be using UVW Mapping? I read that a workflow like that is not really used anymore or something but then again these sims are running on code from the 90s. Now I am a bit confused as to how you actually did that. The individual units or blocks in the…