I have totally used 4096x4096 on models.

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

> Everything: brushes, models, particles, skyboxes.
>
> -----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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