UV Mapping types in GalCiv2?

The stock models in the GalCiv2 models folder seem to all use atlas projection. But sometimes a cylindrical mapping style might work better for a particular object (or at least make life easier for the artist). Can the GalCiv2 engine handle other mapping types (planar, cylindrical, etc.)?

Also, it seems that many models don't feature normal maps (or else I simply can't find them). For instance, the s0_Defender.x file has only a color and a light map which accompany it. Do only the larger class craft have normal maps?
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Reply #1 Top
IIRC s0_Defender and several others are not actual models used in-game, but leftovers from the (rudimentary) ship design in early alpha buids, so obviously they don't really need normal maps. Most of the parts that actually *are* used in the game do have them, AFAIK.

Which mapping style you use shouldn't make any difference, since the X format records the exact coordinates on the texture where each poly goes, AFAIK.
Reply #2 Top
like Kryo said, it doesn't matter what mapping style you use, once you convert to DirectX format, it's all the same. I personally have used (In Lightwave 3D), cylindrical, cubic, planar, and UV mapping on models. And once you export the model as a .x file, they all work fine.

Oh and just b/c a model doesn't have a texture map with the same naming format (I.E. S0_Cargo.X and S0_Cargo.png) doesn't mean it's not using a texture file. The naming convention is for ease of filing, not by necessity. You can name your texture gobledeegook.png if you want.

Only thing that has bothered me is you can't use multiple texture files on a single model , oh well.
Reply #3 Top
Thanks Kryo. I've had little experience with the .x format... guess it shows. I'm going to have to do some research on it.

LogicSequence? From Buda5 forums? If so, you helped me get my first model in-game years ago... for Particle System's Flux engine.