Maximum Model Texture Size?

WotahmiWotahmi Join Date: 2003-08-27 Member: 20285Members, Constellation
<div class="IPBDescription">Can it go past 512x512?</div> I have been playing around making my own models and thats all going good and well.

But I would really like to make my models look purdy and detailed. Can HL/NS support textures past 512x512?

1024x1024 would be nice! But I havent even tried it to be honest. Didnt want to waste my time creating a skin for something it doesnt support.

Comments

  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    512x512 is the max size... sorry <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • SnappyCrunchSnappyCrunch Join Date: 2004-08-03 Member: 30328Members, Constellation
    On the other hand, you can have more than one texture file that gets applied to the model. So you could have two 512x512 textures. It'd take four to equal the size of a 1024x1024 texture, but it's something.
  • WotahmiWotahmi Join Date: 2003-08-27 Member: 20285Members, Constellation
    Oh yeah... Good point! Like the res tower. That has two textures!

    Thanks for your replies! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    or the warspike, which has like 6 maps...
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    Something to consider:

    HL doesn't use mipmaping on models(gl_linear filtering or something like it for models by default, I do not think it is possible to change this via console commands). If models contain high resolution, high contrast textures this means that at relatively small distances there will be lots and lots of texture aliasing in HL. (set gl_texturemode gl_linear and you will see what I mean by this, default is bilinear gl_linear_mipmap_nearest and nicest is trilinear gl_linear_mipmap_linear).

    Using large textures and not adding high frequency detail is wastefull, using very large textures and adding lots of high frequency detail causes aliasing. I would avoid it.
Sign In or Register to comment.