maybe it automatically got downsized to 2048 in game Joe W-A wrote: > 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 >>>>>> _______________________________________________ >>>>>> To unsubscribe, edit your list preferences, or view the list >>>>>> >> archives, >> >>>>>> please visit: >>>>>> http://list.valvesoftware.com/mailman/listinfo/hlmappers >>>>>> >>>>>> >>>>>> >>>>>> >>>>> _______________________________________________ >>>>> To unsubscribe, edit your list preferences, or view the list >>>>> >> archives, >> >>>> please visit: >>>> >>>>> http://list.valvesoftware.com/mailman/listinfo/hlmappers >>>>> >>>>> >>>>> _______________________________________________ >>>>> To unsubscribe, edit your list preferences, or view the list >>>>> >> archives, >> >>>> please visit: >>>> >>>>> http://list.valvesoftware.com/mailman/listinfo/hlmappers >>>>> >>>>> >>>>> >>>>> >>>> _______________________________________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please visit: >>>> http://list.valvesoftware.com/mailman/listinfo/hlmappers >>>> >>>> >>>> _______________________________________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please visit: >>>> http://list.valvesoftware.com/mailman/listinfo/hlmappers >>>> >>>> >>>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlmappers >>> >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlmappers >>> >>> >>> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlmappers >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlmappers >> >> >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > >
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