Interesting. I'm not sure how that would have worked. -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Joe W-A Sent: Tuesday, June 02, 2009 7:50 PM To: Discussion of Half-Life Mapping Subject: Re: [hlmappers] Units
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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
