Another month of work done!
Finished the PLB texture work for this release and moved on to the final part: the outside textures! Started looking at how to map the outside within the current limitations and I quickly went into a "graphics depression"... which was cured with 2 weeks of coding new features for the future and fixing small stuff.
Back to the graphics, I had to +/- maintain the current external texture layout, as a proper layout would: a) require a 2-texture solution or drop MOGE support, which IMO is (still) not an option, and b) it would take too much time to do. I also have some ideas to facilitate vehicle configuration, which are currently in embryonic stage but they probably would require texture work plus, eventually D3D9 will replace MOGE, so I can live with a "less than perfect" texture situation until all those things line up sometime in the future.
So, I'm now working the textures and uv mapping, adding minimum fixes and trying to get as many vehicle-unique markings as possible. I've done a test mapping of the forward fuselage, and while it will not be easy, the results are acceptable and better than anticipated. The "real" mapping started in the vertical tails, which are now completed, and I've also done some easier parts.
I've cut some more vent/purge/dump holes in the fuselage which, in addition to them existing, should provide further help to line things up when putting the texture on.
In addition to mapping the forward fuselage, the other big items are the OMS pods and wing RCC panels.
As for a date for release, it would be nice for it to be the 2-year anniversary of SSV, but there's not way I'll finish the texture work before that, plus I still need to write in the manual how to use the new payload system. So the current (50/50 chance ?) target date is 12 April.
Finished the PLB texture work for this release and moved on to the final part: the outside textures! Started looking at how to map the outside within the current limitations and I quickly went into a "graphics depression"... which was cured with 2 weeks of coding new features for the future and fixing small stuff.
Back to the graphics, I had to +/- maintain the current external texture layout, as a proper layout would: a) require a 2-texture solution or drop MOGE support, which IMO is (still) not an option, and b) it would take too much time to do. I also have some ideas to facilitate vehicle configuration, which are currently in embryonic stage but they probably would require texture work plus, eventually D3D9 will replace MOGE, so I can live with a "less than perfect" texture situation until all those things line up sometime in the future.
So, I'm now working the textures and uv mapping, adding minimum fixes and trying to get as many vehicle-unique markings as possible. I've done a test mapping of the forward fuselage, and while it will not be easy, the results are acceptable and better than anticipated. The "real" mapping started in the vertical tails, which are now completed, and I've also done some easier parts.
I've cut some more vent/purge/dump holes in the fuselage which, in addition to them existing, should provide further help to line things up when putting the texture on.
In addition to mapping the forward fuselage, the other big items are the OMS pods and wing RCC panels.
As for a date for release, it would be nice for it to be the 2-year anniversary of SSV, but there's not way I'll finish the texture work before that, plus I still need to write in the manual how to use the new payload system. So the current (50/50 chance ?) target date is 12 April.