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*the only problem I get is that the antenna spins in a bunch of random directions, doesn't do anything annoying.
For choosing compressing method, I looked at this ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=807476997 ) guide. And saw that ABGR8888 is almost no compression, so I chose that. But the downside was that I can't use these textures in other source games.
But I will consider changing the compression method + texture resolution change, because I want to optimize it anyway and make it compatible with other source games
Ok.
Ikr. Well how else you gonna make textures better without changing the way it looks radically. Also I wanted to do proper flechette texture
edit with my friend, but he is very busy right now. And he is like good at photoshop. So we will make it later probably. But when I realized that you will most likely be seeing low-poly model with 256x512 texture with hi-poly model with 4096x4096 textures, I realized that I need to make at least texture upscale so it won't look pixelated as hell.
Also that "unused" alpha mask makes flechette glow, as I switched to "detail glow" method (you probably know that right) as it is far easier and far more understandable than the selfilum method, and many people that do models for source games use that method, so I decided to use that. Also it is far easier for further editing.
Also compression isn't really noticeable on really noticable on textures at this size which is why you should use it since it'll greatly lower the filesize.
Also you can probably get away with making the flechette texture only 1024x2048 or 1024x1024, it's such a small model that it has no reason to have a massive texture.
Look inside, flechette with a 2048x4096 uncompressed that's just AI upscaled. with an unused and unneeded alpha channel which takes up even more space.
(All the textures are uncompressed with an alpha channel, which none of them seem to use)
Look I know this is supposed to be modern, but I really don't think the filesize needs to be "modern" too.