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

hl2 map scale

  • clankill3r
  • May 16, 2007 at 10:25 PM
  • clankill3r
    • May 16, 2007 at 10:25 PM
    • #1

    I am considering making a new HL2 mod but I want to solve the problem where HL2 cuts large faces up into smaller faces.

    Is it worth to go in a different scale with mapping than default so you can create bigger areas?

    Afcorse you loose detail but I want to get the detail back by models.

    plz tell why it would be good and why not and which scale value would be the best like 1/4 for example.

  • e-freak
    • May 16, 2007 at 10:33 PM
    • #2

    the problem you will have is if you choose 1/4th you can ofcourse make the brushwork only 4 times bigger/unprecissuser

    other than that it is no problem as long as your exporters/modellers do know what scale to use.

  • ifO
    • May 16, 2007 at 10:37 PM
    • #3

    I think it'd just make a lot of things harder to scale down an entire mod. The Source grid is pretty big, unless you're planning something really big like an rts?

    Just mapping alone you'd be making things very hard for yourself. If you used a 1/4 scale, any small detail that would normally be less than 4 units you would have to model it. This might be okay for a lot of things but it'd drive you mental if say you just wanted e.g. a brushwork window ledge or doorframe or smooth arch etc. etc.

  • Izuno
    • May 16, 2007 at 11:02 PM
    • #4

    Also I think the fact that Source engine brushwork cuts up each other when touching has been fairly well mitigated with displament maps should kind of make this problem moot but obviously depends on what you are trying to do. I think this may be better for the Engine forum so gonna move it.

  • Defrag
    • May 17, 2007 at 8:19 AM
    • #5

    From what I understand, you'll also face precision problems. The bigger your game world (relative to the default 1 inch = 1 unit), the less precise things like physics/collisions etc. become.

  • Rick_D
    • May 17, 2007 at 1:35 PM
    • #6
    Quote from clankill3r

    I want to solve the problem where HL2 cuts large faces up into smaller faces.

    Of course you do, perhaps you could share your new-found knowledge with valve

  • clankill3r
    • May 18, 2007 at 2:56 PM
    • #7
    Quote from Rick_D

    Of course you do, perhaps you could share your new-found knowledge with valve

    I just did, they offered me a job

  • merkaba
    • May 18, 2007 at 3:08 PM
    • #8

    I might be wrong but I am fairly certain that the scale of your textures determins how often the faces are split up. So, reducing your map to a 1/4 scale while also scaling the textures down would be a futile act; it would just give you more map space to play with, but not solve any problems with splitting faces.

  • fonfa
    • May 19, 2007 at 4:05 PM
    • #9
    Quote from merkaba

    I might be wrong but I am fairly certain that the scale of your textures determins how often the faces are split up. So, reducing your map to a 1/4 scale while also scaling the textures down would be a futile act; it would just give you more map space to play with, but not solve any problems with splitting faces.

    nowais. i thought it was like that too, thats how it works in hl1. but i fiddled a bit with stuff and found out that:

    in source, what determines the number of subdivisions on a brush face is the lightmap scale.

  • cnflkt
    • May 19, 2007 at 4:17 PM
    • #10

    The tessellation is related to texture size and scale iirc. this is true for both goldsrc and source.

    Something apparently inherent with source engines. O_o

    I suppose generally it's a good thing for culling, probably the only reasoning behind it.

  • Rick_D
    • May 19, 2007 at 4:59 PM
    • #11

    how many source engines are there?

  • ifO
    • May 19, 2007 at 11:11 PM
    • #12

    well if you like to use the dicky term 'goldsource' for half-life 1, then there are kinda 2... :roll:

    :wink:

  • Rick_D
    • May 19, 2007 at 11:55 PM
    • #13

    well that's goldsource, not source. but aaanyway

  • leileilol
    • May 20, 2007 at 1:07 AM
    • #14

    but source is derived from goldsource which is derived from quake so they're technically still quake engines! They never even adopted any quake2 or quake3 standards and such even.

  • Rick_D
    • May 20, 2007 at 2:23 AM
    • #15

    and such

  • fonfa
    • May 20, 2007 at 7:18 AM
    • #16
    Quote from cnflkt

    The tessellation is related to texture size and scale iirc. this is true for both goldsrc and source.Something apparently inherent with source engines. O_o

    I suppose generally it's a good thing for culling, probably the only reasoning behind it.

    the thing is - in goldsource, when scaling the textures, you scaled the lightmap along with it. but in source you can handle both scales separately. that's why a lot of mappers put lightmaps with HUGE scales on ceilings and surfaces with less lighting contrast - you end up with less world rendering load and a lower filesize for the map too

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. How to Use a Free Kundali Maker for Accurate Future Predictions

    astr09
    July 23, 2026 at 6:35 AM
  2. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  3. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  4. About our archived forums

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

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

    Serialmapper
    June 22, 2026 at 11:56 AM
  7. Free Music / SFX Resource - Over 2500 Tracks

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

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

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

    MrTrane18
    June 1, 2026 at 7:46 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™