Oppsy
neues
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
Just thought i'd say so other people wont make the same mistake
Comments
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...
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
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.
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.
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.
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...