The maximum allowed texture size is 2048 x 2048.

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Joe W-A
Sent: Tuesday, June 02, 2009 6:27 PM
To: Discussion of Half-Life Mapping
Subject: Re: [hlmappers] Units

While we're on this topic, what's the max texture size Source will accept?
In pixels, that is.

2009/6/3 David Speyrer <[email protected]>

> It wouldn't be hard, although in some cases it would distort your geometry.
>
> -----Original Message-----
> From: [email protected] [mailto:
> [email protected]] On Behalf Of Minh
> Sent: Tuesday, June 02, 2009 4:00 AM
> To: Discussion of Half-Life Mapping
> Subject: Re: [hlmappers] Units
>
> I second that suggestion. There's nothing more irritating than having
> brushes that are off the grid. Which brings up a feature request. David,
> how feasible would it be to include a hammer feature that would
> automatically snap ALL vertices of every brush to the nearest grid unit?
>
> David Speyrer wrote:
> > It's probably best to leave your geometry on the grid unless it's early
> enough in your level construction to consider reworking the existing areas.
> >
> >
> > -----Original Message-----
> > From: [email protected] [mailto:
> [email protected]] On Behalf Of Nathan West
> > Sent: Monday, June 01, 2009 12:35 PM
> > To: Discussion of Half-Life Mapping
> > Subject: Re: [hlmappers] Units
> >
> > That's wonderful... so would you recommend I bring everything up by a 4/3
> > scale, or just leave it all nice and grid snapped? I know in a normal
> case
> > it wouldn't make much of a difference, but I made the questionable
> decision
> > to map out a real world location, so I'm trying to be as accurate as is
> > reasonable. Also, on a totally different topic, how do I create a 112x56
> > frame around the 48x108 door?
> >
> > On Mon, Jun 1, 2009 at 2:45 PM, John Sheu <[email protected]> wrote:
> >
> >
> >> 2009/6/1 David Speyrer <[email protected]>
> >>
> >>
> >>> Hammer entity fields that take distance are in units. Fields that take
> >>> speed are in units per second. These are inches and inches per second
> by
> >>> default. We don't explicitly call them "inches" in Hammer because one
> >>>
> >> could
> >>
> >>> make a mod where units are centimeters, bloits, or beard-seconds as
> your
> >>> game required.
> >>>
> >>>
> >> It's gotta be one pretty crazy mod, where linear dimensions are given in
> >> units involving reciprocal seconds.  (re: beard-seconds)
> >>
> >> -John Sheu
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> >>
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