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fonfa

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Posts posted by fonfa

  1. 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?

  2. 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

  3. I'd rather do my own thing.

    your choice. but the chances of releasing a playable game working alone are quite null. btw, this new render looks nice. maybe you should try upping the values a bit, so it's not lit just at the almost 90º angles. :banjo:

  4. 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.

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