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CassiusGn

Corporal
Aug 14, 2015
37
46
Hello all,

Say I'm building a vehicle consisting of 5 parts. This would mean I'd have to have 5 sub-assets each having their own texture maps and so on. Seems somewhat ineffecient but I understand it's a limitation of the game. But would it be more efficient to have a single (or fewer) larger texturemap and have trailers reuse that texture map? Does the game recognize it's the same texture map being used, therefore saving on memory?
 
Can you explain a bit more?

Are you building 1 vehicle in a 3D modeling program that has 5 parts (all separate objects) that you have separate UV maps for?

In cities each asset must be 1 object and have 1 diffuse texture. That means you must combine UV maps of different objects in your 3D modeling program to a single texture sheet (1024x1024, 512x512, etc. etc. etc.) that will also be the same size as your specular, illumination, and normal maps.

As far as the game being able to recognize the exact same textures, I'm not sure. I do know each asset's texture gets compiled into a large "texture atlas" with all the assets you have for the game being combined into an atlas-map so the game makes sense at how to texture what buildings etc. etc. etc.

Maybe some screen shots and more explanation on what you are trying to do in the final sense would help?
 
Well let's say I'm creating a multipart vehicle, a train or a tram, and the center trailers share a lot of features. Now with the limitation of each trailer being a separate asset, it would be required to have it's own texturesheet. But the texturesheets for the center trailers would look very similar. Therefore I thought I could optimize and save on texture memory having the center trailers all map to the same texturesheet. That is, if the game is able to recognize this and not replicate the same texturesheet for each trailer.