For most surfaces we use 0.25 units per texel, so if an object is x units long 
the material texture will be x * 4 pixels long to cover it.

We generally standardize on 128 unit wall sections which a 512 texture exactly 
covers.


-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Grash
Sent: Monday, June 01, 2009 7:40 PM
To: Discussion of Half-Life Mapping
Subject: Re: [hlmappers] Units


That's a better name than "Nuclear Tycoon"

David,
what is the unit to pixel ratio you're using?
(If I have an object x units long then the material texture is Y pixels long to 
cover it)


--- Mon, 6/1/09, John Sheu <[email protected]> wrote:

> From: John Sheu <[email protected]>
> Subject: Re: [hlmappers] Units
> To: "Discussion of Half-Life Mapping" <[email protected]>
> Date: Monday, June 1, 2009, 6:43 PM
> 2009/6/1 David Speyrer <[email protected]>
>
> > From wikipedia:
> >
> > The beard-second is a unit of length inspired by the
> light year, but used
> > for extremely short distances such as those in nuclear
> physics. The
> > beard-second is defined as the length an average
> physicist's beard grows in
> > a second. Kemp Bennet Kolb defines the distance as
> exactly 100 Ångströms[2]
> > while the Physics Handbook has it half the size at 5
> nanometers.
> >
> > http://www.google.com/search?hl=en&q=beard-second&aq=f&oq=&aqi=g1
> >
>
> I stand corrected.
>
> On a related note, who's up for making an educational
> nuclear physics mod?
> As for a name, I propose "Resonance Cascade".
>
> -John Sheu
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>




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