I cant say much of anything yet until i check it out. I haven't had a chance to sync until today. Busy, Busy, Busy.
Gonna try to get that damn fed starbase done today. Some of the UV re-mapping is being a major pain in the ass. In case you guys haven't noticed the 3rd party models they came from mods (mostly the best in our opinion of SFC, and BC mods). Most of the 3rd party models had many texture sheets. Sometimes they were quite big. Others were pretty small. While using multiple textures per model will work in sins, It is much harder on the games engine to do so. Which equals loss of FPS, crashes, etc.. So i am combining all of the models textures into one single sheet, and re-UV mapping each model to duplicate the system used by the original Sins models. It reduces the amount of work the game needs to render each model, Saves resources since we dont want to go over the 2 gig memory limit, and helps us organize the files better. Supposedly the 2 gig limit was fixed in Entrenchment, but we dont want to take any chances. I basically wanted the replacement ships not to be bigger resource wise than the original ship they are relaceing in both poly count or texture size. That way anyone that can run Sins can run the mod.
FYI the biggest textures in sins are (this is just in vanilla sins not the mod)
The skybox's (4096)
Planets (2048+)
Biggest structure texture is obviously the Starbase (2048x2048) Rest fall from 2048 down to 1024
Biggest ship textures are some of the capital ships (2048x1024)
Rest from cruisers, frigates, civilian ships, etc. fall into the 1024x1024, or 1024x512 catagory. Fighters are 512x512 belive it or not.
We tried to match, or do better than this in the mod. There are some ships that are way over the limit, but we let them go for now being as there wont be many of them on the map at once.