Fri Dec 23, 2005 7:21 am by Argh
The short answer to a lot of your questions is that:
1. The Freelancer file formats also have splits. These become immediately apparant if one raises the resolution on the TXMs that DA used. IOW, we just don't see them with the standard resolutions due to the sheer blurriness of the 9-level mipmaps used.
2. I have determined that DA used a uvmap that utilizes one endcap and two half-spheres, that have been projected to get pretty good "efficiency".
3. I have figured out exactly how the alpha channels work, and what they're for.
4. The glowmap channels are trivial, but present some technical concerns due to moire.
5. Unlike what I thought, which was that DA was using a tri-based and formula-driven texturing method with a lot of alpha levels being used to create random-looking results... mainly they just worked really hard on the textures, and probably did each mip by hand.
As to why I looked into this... mainly it's because I was, in the end, pretty disappointed with the CMPs, mainly due to problems with the way that my maps were working. Now that I know how DA did it, I won't have to mess around with worrrying about the model/uvmap issues, and will just have to figure it out from a texturing standpoint, which is a lot easier...