On 7 Dec 2009, at 20:11, Shawn Olson wrote: > One of the things I did was use hi-res textures and then make > lower res textures for different LOD (level of detail). The hi res texture > is used when you are right up next to the model... lower res versions as you > move away. Many level designers complained that the texture file sizes were > too large.
It sounds like a good idea, but that's unecessary, since vtex will make mipmaps for you (unless you put $nomip in your .vmt), and the engine will swap them in automatically when rendering the models at a distance or on lower quality settings. Soyour textures will be using more memory than they need, and probably a greater filesize. As for texture sizes, I'd normally use 1024x1024 for most medium to large models, only going up to 2048x2048 for very large, detailed models if necessary. But as long as your textures are compiled with mipmaps, the game will pick the largest size corresponding to the texture quality setting, so it's only costing you filesize to use large textures. You'll have to weigh the increased detail for a small number of your player against the slower downloads for everyone getting your map. -- Velvet Fist, Iron Glove. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
