1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

idiots arguing

  • bitmap
  • May 11, 2007 at 4:12 AM
  • bitmap
    • May 11, 2007 at 4:12 AM
    • #1
    Quote from Kreigore

    Could use a few more polygons, the edges looks quite sharp.

    i see what you did there. olol

    any who.

    [Blocked Image: http://www.pedroamorim.com/stuff/monografia/Trabalho_31.jpg]

  • Rick_D
    • May 11, 2007 at 5:09 AM
    • #2

    let me guess, 2048 map?

  • bitmap
    • May 11, 2007 at 5:09 AM
    • #3

    kinda

    2 x 1024

  • Rick_D
    • May 11, 2007 at 5:13 AM
    • #4

    ah, any reason for two maps? Why not just a single 1024x2048?

    Not trying to be picky, texture looks really nice and crisp, just I've noticed a lot of mods and custom content creators are using massive texture sizes "just for the fuck of it"

  • bitmap
    • May 11, 2007 at 5:22 AM
    • #5

    no idea why i used 2 maps. lol

    aslong as it works.

  • SnipaMasta
    • May 11, 2007 at 3:24 PM
    • #6
    Quote from Rick_D

    Not trying to be picky, texture looks really nice and crisp, just I've noticed a lot of mods and custom content creators are using massive texture sizes "just for the fuck of it"

    Or because it's not 2003 anymore.

  • bitmap
    • May 11, 2007 at 3:41 PM
    • #7

    indeed

  • Steppenwolf
    • May 11, 2007 at 5:18 PM
    • #8

    "Nobody will ever need more than 640K RAM!" -- Bill Gates, 1981

    "Theres no way you need that much texture space. Not even in the most nextgenerationestest of games!" -- Pericolos0, 2007

  • Psy
    • May 11, 2007 at 5:40 PM
    • #9

    ZING!

  • Gorion
    • May 11, 2007 at 7:00 PM
    • #10
    Quote from Steppenwolf

    "Nobody will ever need more than 640K RAM!" -- Bill Gates, 1981"Theres no way you need that much texture space. Not even in the most nextgenerationestest of games!" -- Pericolos0, 2007

    qft

    and peris is a bit right, i guess atleast half that should do the trick

  • SnipaMasta
    • May 11, 2007 at 7:04 PM
    • #11
    Quote from Pericolos0

    uhh if its a viewmodel, theres no way you need that much texture space, your model will never take up that ammount of pixels on your screen. Not even in the most nextgenerationestest of games! A waste of memory is still a waste of memory eventhough there is more available now. Looks good tho

    As models get more detailed - more texture space is used. Whether it takes up more space on the screen is pretty irrelevant - more separate geometry = more UV space needed. Not to mention a 1024 map spread across a view model model is still very blurry.

  • bitmap
    • May 11, 2007 at 7:34 PM
    • #12

    FIGHT FIGHT FIGHT

  • SnipaMasta
    • May 11, 2007 at 7:39 PM
    • #13

    Detail on something that's constantly in the players face and is the centre point of the game is kind of important. Take a look at default weapons in games compared to custom made content - custom stuff generally has far sharper textures that are quite noticable ingame simply because they use high resolution textures. The default CSS assault rifles are mapped at 1024X512, and have extremely good UV packing - and look how blurry guns like the M4 look! The AWP's even worse! However, the Sig550 and the G3SG1 both use 2048X1024 textures which is why they don't look so awful and blurry ingame.

  • Rick_D
    • May 11, 2007 at 8:06 PM
    • #14

    the CSS guns don't look blurry - that's ridiculous - the quality of the CSS stuff is superb. The characters are on a single 1024x1024 map, the ENTIRE characters. Think about how many players will be on screen in a game like DPB (about 3 in a server, amirite! j/k), then you add in maps for the weapons, then the world models then the maps and the map model textures, and before long the player is loading a few hundred mb of textures before he is even in the game.

    I totally agree with peris here, you only use what you need to use, and even then there will be occasions where you have to use even less and there's no way around it.

    I don't understand the need for two maps, it's just more to load and it's unnecessary. The texturing is nice don't get me wrong, but I think mods and custom content creators have been going over the top and there is no need for it, other than to have a slightly sharper texture - but when you consider all the performance problems that could cause, like loads of custom weapons with huge texture resolutions that all have to be loaded incase you want to pick up another gun it just spells trouble in the long run, and it's not a good practice to get into.

    But whatever, it's done now, just surprise us all with a superbly performing model next time

  • bitmap
    • May 11, 2007 at 8:16 PM
    • #15

    hehehe, thanks.

    That was an heated argument. and yeah. to many map i supose. i think maybe it was my fault, maybe the packing is not the best.

    next time i will do better.

  • Defrag
    • May 11, 2007 at 9:12 PM
    • #16

    I agree that it's overkill Unless someone is playing the game at 2560xwhatever then they're probably not going to notice. The argument about next gen etc. is largely moot if people still run the games at similar resolutions and thus can't actually notice a difference.

    Also if you need more space and have to choose between one and two textures, it should nearly always be done as one texture unless there's a technical reason for it (e.g. one alpha channel representing self-illumination, the other for specular). Less texture changes = faster rendering for the game engine

  • Wunderboy
    • May 12, 2007 at 12:32 AM
    • #17

    People claiming default textures are blurry, often means they're idiots still running games with the texture quality slider in the nVidia control panel set to "optimise for speed"

  • bitmap
    • May 12, 2007 at 12:35 AM
    • #18
    Quote from Wunderboy

    People claiming default textures are blurry, often means they're idiots still running games with the texture quality slider in the nVidia control panel set to "optimise for speed"

    oh no he didn't

  • SnipaMasta
    • May 12, 2007 at 8:53 AM
    • #19
    Quote from Rick_D

    the CSS guns don't look blurry - that's ridiculous - the quality of the CSS stuff is superb.

    Sorry to completely prove you wrong on that

    Red highlights areas where there is bugger all definition in the texture. The G3SG1 is at 2048X1024, the AWP is 1024X512. The difference is very noticable.

    Bitmap, you used a texture size that's been used in games over 2 years old. You don't need to scale it down at all, although it'd be easier on a single 204X1024 next time.

  • Defrag
    • May 12, 2007 at 9:16 AM
    • #20

    IMO that's splitting hairs -- other than the scope your focus is rarely going to be on those parts of the gun. I've never once played CS:S and thought my gun was blurry/ugly so I don't think your assertion that it's very noticeable holds. It is noticeable if you specifically look for it (but even then I don't think it's bad at all and I play at 1600x1200). I still don't think the result justifies doubling the texture size.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  2. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  3. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  4. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  5. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  6. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  7. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™