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