awesome. but why not hi quality jpegs instead of raw?
Posts by fonfa
-
-
not okay. i don't know if they'll care, but everyone should avoid those kind of things.
-
what if everyone models the car they own, or a bike, or a bus, or whatever you use for transport, making a clean and a dirty/rusty version? that'd be SO useful for a lot of people! with a very limited polycount and a texture of no more than 512² or 1024², what do you say?
-
nice. do you work for a mod? would you like to?
-
awesome. in which rl piano was this based?
-
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
-
Quote from Minotauro
[Blocked Image: http://i78.photobucket.com/albums/j101/thiagok/janela_tosca.jpg]
favela!

-
-
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.
-
the trusses on the left of the 3rd pic look weird because of the vertex lighting.
-
looking awesome. i think this needs a bit of rim lighting to look like mario galaxy. why don't you join the mario kart source team?