I really need Part-II, Morgemil.
Anyhow, while i'm here i should take the opportunity to issue some comments and a suggestion about the current textures schema.
- I just started developping the whole Ships & Styles for the X-Worlds mod and must adhere the actual 'system' present in DA and then, afterwards TA.
- Dunno if i ever will have to do some for myself, but i believe more key or specific type of jewels would reduce the work by a huge amount. Namely, a whole bunch of primaries with a double set of Hull/Trim coloring materials would simply give great leeway in design steps and even provide lots of variety potential for components & structures & shapes of new ships.
- The trick is to use the default texturing files as they get automatically applied to the X polygons through the normal UV mapping reference grid(s).
And, that's what this post is all about...
a) Could it be possible to create a GDI enviro which would allow us to control the textures files by selecting whatever regions by size and_shapes and tie these with whatever parts are assembled straight on the meshes? Effectively "drawing" on Hulls!
A sort of clip & paste mechanism that allows, for example; a rectangular region of lights from any given sets to be picked and dropped on a selected area. Etc.
Too much work (code-wise) or an interesting feature_function (worth the extra memory resources) to add to the shipyard?