@No1_sonuk, your model looks great, but 5 * 1024 x 1024 !! presuming none of the shaders are alpha’a, I make that 15Mb of
texture data for 1 model… To me that seems a little excessive… looks good thoughHewster
None are alpha’d.
With TGA textures, the PK3 to replace the MG42 comes out about 2.2Mb. We’re probably going to try JPGs to see if we can cut download size without losing too much quality…
Modeling questions & screenshots - looking 4 info &
Here some pics of a 8,8 cm Flak 41 (click to enlarge), maybe you find them helpful:
88 on Sonderanhänger 202 (special trailer 202):

Deloyed 88:

With TGA textures, the PK3 to replace the MG42 comes out about 2.2Mb. We’re probably going to try JPGs to see if we can cut download size without losing too much quality…
There’s another issue besides download size. You need to remember RAM requirements. A 1024x1024 texture takes the same amount of RAM regardless of the filetype. If you have 5 1024x1024 texture maps for every model, you are going to have a steep RAM requirement for people to play your mod.
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=3123&highlight=tga+jpeg+ram
They won’t all have 5. The MG34 is a big gun and we wanted a detailed skin. We might go for smaller ones later.
Think about this: You generally get better results starting from a large image and reducing, than enlarging a small one.
One of the seven (yes, I did pick an arbitrary number) noble truths of texturing.
And very nice MG! I hope that PoP doesn’t fall into the abyss of never-finished mods because it looks like you guys are doing some great work.
Danke, I had been looking for some high res profile shots. (oh, and space wolves rule all)
Thanks for the link - good info ^^
I wanted to post this before to show how the gun is supposed to behave in-game (thanks go to Sock for the water-pump example map that helped me out in figuring out how to script it)

Ill post up the new damaged gun model when I get home; need to know if it still looks off.
