Oh cool, so you guys take donations to keep the whole thing up? I'd love to support that, this community has been very helpful in getting my mod working. I'd love to put my money where my train is. Where do I donate?
As for the textures, it's definitely not optimised at this moment. I was running a performance monitor when testing the ICNG-B set yesterday and my VRAM shot up from 4GB to 8GB (maxed out) and then the frame rate got really choppy. On other trains in the game it didn't seem to do that. But it makes sense as my texture use is lavish right now. But of course I was expecting to have to optimise that hence my testing and making sure I'm not killing people's GPUs. Before I got into special FX for film, I studied Game Art so I have mental markers of what's important, but the standards have changed a lot from ten years ago and of course technology has moved on, so I simply have lots to brush up on.
Here's what it looks like right now:
For each car, the roof elements take up one texture all together. These are shared across all cars though, so only one texture for all of those, but 4k right now. The pantographs and bogies share a texture, currently 4k currently as well, and also shared across the whole train, so one texture map for those. Then each car as an interior texture which is unique per car, currently a 4k map. All the normal, cblend and gloss maps are 4k too. The doors have their own textures but they're on a 512x512 map. Some doors appear multiple times in the train and will share a texture map.
I will go through them all and optimise it until I start seeing a marked difference in the quality of my textures. My wagons can fit two on one square. I can't seem to get half square maps working, they look scrambled, but I can combine two cars on a single square so I'll do that instead.
When I apply 2k textures to my cars I don't really see a big difference in the sharpness of the textures. With a 1k map I start seeing some jagged edges where lines curve for example, and the numbers on the textures become noticably blurry, but rather than a 4k map for each car, I can do two cars on a 2k map so that should save a fair amount. I can probably shrink the interior maps way further as they're just colours, so I'll look into that as well. So yeah, lots to optimise before I dive into the sound set.
I will have to adjust the UV maps for all cars (just shoving them around a little), re-export them and run them through the model editor to pick up the changes. Before I run any additonal liveries I will optimise the current train variants and make it all .dds maps as well, so I can test how that goes performance wise. I'm going to try and get that all done today.
I want to dive into the sound sets, as I'm really curious about how that works. I saw a tutorial from Marc which I have waiting for me to dive into.
This has become such a passion project, I love it. But so much to learn, and so much to do. Next time I make a "first mod" I'll start with a bus
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