Ahoy folks.
Ive run into some significant problems with a track im working on. The track (project) itself consists mainly of imported 3ds objects made in max.
In my max project i have a number of buildings.. each of these buildings share alot of textures with other buildings in the scene, the only difference being that the objects uv coords may differ. What I usually do is group each building in max then when i want to export a building i will choose that group, delete everything else, ungroup, then attach all the buildings objects (elements) together, then save out as 3ds. I will repeat the process exporting a bunch of buildings.
So i now have some 3ds files of buildings.. and all these buildings will share some of the textures that others have... so i start to import these 3ds files into xpacker, into the one same xpack. However I notice that xpacker is making unique instances of every texture on every imported object even if its the same image file. So for a understandable example if I import 10 buildings into xpacker, all of which are sharing the same textures, lets say they all use 1 texture each but the same image file.... xpacker will create 10 instances of that texture. This is a major problem because the project im working will perhaps contain 100`s of buildings and other things that will share certain textures. Right now my btb project has over 8mg of cloned textures that the game has to load.. in fact all the cloned textures vastly out number the non-cloned textures by about 80% .. so as u can see when i come to test on rfactor i am assuming that the game is loading these 80% of textures when it dosent really have to.
Someone advised me that I can change these textures in btb`s mats editor itself. So I would go to the mats editor find all the references of the same texture and reload each one to point to one source image file. The problem there is when I try to attempt that BTB gives me that "object not set to a reference" error (or whatever it was.. cant remember the exact wording of it)... This leaves me unable to "ok" out of the mats editor, so btb then forces me to quit the programme.
The only way I can think of avoiding xpacker making these clones is to export my whole 3ds max project out as one 3ds, which in my case is not going to work.
Dose anyone know why xpacker is creating clones of shared textures that are using the same source image file.. and in addition if anyone know a good way around this it would be also great.
Just another thing while im posting here:
Can someone give me the procedure in simple steps on how to update an xpack. I am fed up of having to create brand new xpacks for every tiny little change made on either an imported object or texture xpack. For example if im working on one object i may import into to btb 10 times to make sure the object is correct.. i always end up with 10 xpacks in btb.. Reloading an xpack into xpacker itself dosent seem to work.
Please note the first issue regarding cloned textures and the 2nd minor issue regarding updating xpacker are separate issues.
I hope someone can give me some genuine help here... Ide hate to end up with a track using 100`s of needlessly cloned textures.
Regards
pan
Ive run into some significant problems with a track im working on. The track (project) itself consists mainly of imported 3ds objects made in max.
In my max project i have a number of buildings.. each of these buildings share alot of textures with other buildings in the scene, the only difference being that the objects uv coords may differ. What I usually do is group each building in max then when i want to export a building i will choose that group, delete everything else, ungroup, then attach all the buildings objects (elements) together, then save out as 3ds. I will repeat the process exporting a bunch of buildings.
So i now have some 3ds files of buildings.. and all these buildings will share some of the textures that others have... so i start to import these 3ds files into xpacker, into the one same xpack. However I notice that xpacker is making unique instances of every texture on every imported object even if its the same image file. So for a understandable example if I import 10 buildings into xpacker, all of which are sharing the same textures, lets say they all use 1 texture each but the same image file.... xpacker will create 10 instances of that texture. This is a major problem because the project im working will perhaps contain 100`s of buildings and other things that will share certain textures. Right now my btb project has over 8mg of cloned textures that the game has to load.. in fact all the cloned textures vastly out number the non-cloned textures by about 80% .. so as u can see when i come to test on rfactor i am assuming that the game is loading these 80% of textures when it dosent really have to.
Someone advised me that I can change these textures in btb`s mats editor itself. So I would go to the mats editor find all the references of the same texture and reload each one to point to one source image file. The problem there is when I try to attempt that BTB gives me that "object not set to a reference" error (or whatever it was.. cant remember the exact wording of it)... This leaves me unable to "ok" out of the mats editor, so btb then forces me to quit the programme.
The only way I can think of avoiding xpacker making these clones is to export my whole 3ds max project out as one 3ds, which in my case is not going to work.
Dose anyone know why xpacker is creating clones of shared textures that are using the same source image file.. and in addition if anyone know a good way around this it would be also great.
Just another thing while im posting here:
Can someone give me the procedure in simple steps on how to update an xpack. I am fed up of having to create brand new xpacks for every tiny little change made on either an imported object or texture xpack. For example if im working on one object i may import into to btb 10 times to make sure the object is correct.. i always end up with 10 xpacks in btb.. Reloading an xpack into xpacker itself dosent seem to work.
Please note the first issue regarding cloned textures and the 2nd minor issue regarding updating xpacker are separate issues.
I hope someone can give me some genuine help here... Ide hate to end up with a track using 100`s of needlessly cloned textures.
Regards
pan