[R-DEV]Rhino wrote:skinning statics in BF2 is nothing like skinning a weapon / vehicle.
In BF2 textures work of "pallets" as you have many static objects and if every static had its own unique textuer then there would be lots more lag. Instead they share textures off each other.
thou for unique objects like this (as for the mine bit) it may require a small additional texture, or for that new texture to be included in a new pallet.
1024x1024 is miles too high for a sign post
a signal pallet is around abouts 2048x512 I think going off the top of my head, and each pallet includes loads of textures in it.
I would say you should aim for a 128x128 colour texture, maybe 256x256 max, your colour texture can be custom, but then I would use a wood detail texture from a detail pallet from vBF2.
Ok. I'm pretty new to this modelling thing

but we have to learn at some point right?
Let me see if I got this right:
The only things I should make are the unique stuff like the nails and the text, for the wooden part I should use vbf2 texture pallets?
if that is correct, I know very little of how to proceed. I can imagine I sould open the BF editor

But how to save my 3ds max model and import it into the editor, along with saving the unique texture bits and loading them in aswell - I have no idea on how get start. Not even thinking about how to edit it when I finally get that done.
I guess I should just spend some time searching the web for tutorials, reading them, but that will have to wait a bit cause its getting late now.
Anyway, thanks for spotting my errors at this stage. I could just imagine I had finished it and then got shot to pieces

I'm just trying to learn, thats all.