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-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Joe W-A
Sent: Tuesday, June 02, 2009 7:21 PM
To: Discussion of Half-Life Mapping
Subject: Re: [hlmappers] Units

Just on brushes, or models as well?

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

> 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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> > >
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> > >
> > >
> >
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> >
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