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I'm sure what I'm doing...
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Which one above do you prefer?Well, that explains the blurry textures then that I see on the boats in this game.
I also see that several textures repeat themselves several times over the whole boat and some don't have light map applied and it's the ambient/diffuse color that makes the difference in lighting.
While this may look like a way that I'm stating facts I'm actually trying to discuss concepts of texturing techniques (hoverer how advanced that may sound for a noob). I'm discussing this to learn and not to teach og give lessons.
Virtual Sailor is what I call a great game engine. It can handle huge textures and many of them. But of course it depends on the system the user have. I see that performance is a main key for Ship Simulator. So while I'm focusing on making detailed textures for my boats in Virtual Sailor I'm afraid that the same boats would cause a greater loading time for this game especially for those that have not the most powerful hardware installed in their computers. So I'm still afraid that I have to wait to see how the technology and this game will become in the next years especially when it comes to large ships where the detail level is high and where the variation in the texture is also high.
Commenting the answer above I'm afraid that 4 textures of 512x512 for one major VLCC where the color variation and the surface variation (rust, dirt, several types of painted surfaces, wall textures, instrument textures etc.) would become a lot more greater than 4 textures. But 4 major 2048x2048 pixel textures can of course take a lot of it. They decrease the loading time but increase the use of memory (after what I have been reading on GameDev.net)