Oppsy

neuesneues Join Date: 2003-04-28 Member: 15908Members
I forgot about making the size of the blocks the same size of the texture <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

Just thought i'd say so other people wont make the same mistake

Comments

  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    you can just resize the texture to fit the block you have. If you use Hammer, just click on the block, click on the texture application tool (the green box on the left side), and then click on the "fit" button. Should work fine in most cases.
  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    what do u meen???

    like if u create a 256*256*256 block, u need to aply a 256*256 sized texture???

    where the **** did u read u had to do anything like that??? U can create a 1*1*1 block and atribute to it a 512*512 texture if u want...thats no problem, (for the hl engine it will be though...), but doesnt meen u can't do it...
  • neuesneues Join Date: 2003-04-28 Member: 15908Members
    fart

    i mean the texture is 200x200x13 (for eg)

    and the blocks are smaller than that

    i know i can align the texture but some people may pick up on it and ry bout it saying it dont look right
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    So you mean they might say it looks 'streched'?

    Btw: 200x200x13 pixel textures are NOT possible. Either you use a 3D texture, what is supported by OpenGL, but not by the Half-Life engine and only at exponents of 2 (1,2,4,8,16,...) or you use a 2D texture in Half-Life with width and height as multiples of 16. So 200x200 wont work either, but 208x208 will. Now if you read this properly you might have noticed that I said OpenGL (and also D3D) only support exponents of 2. Right, your texture will be scaled down the same way as in MS Paint to a size of 128x128 and you loose over 60% of your texture. This crappy texture will then be streched back to the original size. Half-Life used many such textures so the leveldesigners needn't resize them to fit (doorframes, the truck-textures, etc...)
    This also applies when you create a spraypaint of course. The largest texture will be 128x64 pixels, but you can design one of 128x112 that will be shrunk to 128x64 and then streched about 2 times.

    The largest texture in Half-Life can be 1024x512 btw.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    I took 200x200x13 to mean 200 pixels square with a 13 color palette. Either way I have a feeling neues is either wrong or suffering translation problems <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    You can have textures of any size. He could have a texture of 200x200. It would look bad though are you are correct in explaining that - the 200x200 would be resampled at 128x128 then stretched to fit. 208x208 isn't an exponent of 2 anyway.

    Also you should never use a texture of 512x512 or larger. For one thing, it isn't supported by software mode, because of the memory requirements, and will likely cause slowdowns. So keep textures to 256x256 or 512x128 or smaller as appropriate.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Nope, you can't have textures of any size you like. The engine can only handle textures that are multiples of 16 (16,32,48,64,80...), and it prefers textures that are powers of 2 (16, 32, 64, 128, 256). Most texture WAD programs (Like Wally) will not let you create a 200x200 texture, and if it did then HL would have problems displaying it. I once was given a set of sky textures that contained one that was 127x128, and HL simply displayed that image as pure white.

    There's also a memory limit on texture size, namely no more than 65536 pixels. So 256x256 is acceptable, and so is 512x128, but 512x512 will not work.
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    The memory limit of 65536 only applies to software mode graphics and some older videocards. Depending on the computer it may display correctly, and only cause slowdown, but you generally shouldn't so that everyone can play your map.
  • oOTOooOTOo Join Date: 2003-04-11 Member: 15401Members
    <!--QuoteBegin--neues+Jun 2 2003, 09:12 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (neues @ Jun 2 2003, 09:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I forgot about making the size of the blocks the same size of the texture <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    Just thought i'd say so other people wont make the same mistake <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Lol. <b>Insane</b>, if you copy this post, maybe you will notice this guy is the same we had a MP about a few days ago..

    Thank you Neues for pointing the fact we must make the size of the blocks the same size of the textures. I had some troubles with my last map and may be i will use this technique to avoid them in my next one...
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