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Posted

One really cool feature about this mod is that it supports 32 bit textures up to 1024 px.

Heres a proof:

Ignore the brushwork, players will never be able to get up this close. This is a modified 32 bit 256px texture, original 8 bit 256 px from mikeyzillers.

32proof.jpg

They need more mappers, this feature was enough to rope me in. Talk to me in #mapcore if you guys want to get in on this. Good practice before hl2 D: More info here too: http://www.frontline2.com/

Posted

Hey DD

I've pretty much finished the house map. Chat some time in Mapcore when i'm around nub! So i can send it. Theres that lil skybox prob remember? Not sure how to fix that. And 1 texture misalignment i'll fix. Everything else is finshed. Including that last room. And there 1 new sound by the way. Email me or something.

- Ewok

Posted

yea i dont get it either whats the difference

Both are 32 bit, I just shot two views.

This isn't an example of hi-resolution textures, only 32 bit. It could be 32bit and hi res, but I'm lazy. I fixed it to not cause confusion.

32proof.jpg

If it was standard hl, you couldn't possiblly get the same effect with solid black bars. Unless you inserted a ton of polies. You'd be limited to crappy 8bit textures.

Heres an example of hi-res textures (rock):

d_torrent2.jpg

Posted

Hitting your texture memory guideline in 3 textures isn't a good thing.

Were not limited to 4mb, not even 8mb, but the programmer created custom compile tools so we can use much more with these specialty textures. The only people who see these textures are those who set it, and 3d cards that can handle it, otherwise it defaults to the wad textures. Another cool thing is that people who use the special textures, the textures get compressed on most video cards (wads can't do that) and so they actually get BETTER performance on the average. These textures also filter better, standard hl2 textures have bilinear filter (I think thats the correct term), thats why you see the ugly distortion of textures after a certain distance. These specialty textures actually use trilinear filtering so they look sharper and cleaner from distances and odd angles.

Why bother doing that for HL? That's all I gotta ponder.

Because HL2 isn't out yet, and this is good practice. I also don't want to bother mapping for any other games. I thought about b42/dc, but mapping in that game is fucking nub. ut2k3 is interesting, but I really don't like any mods or the game. quake3 sux... nothing I'm really interested in. I'm also very familiar with HL so this mods gives me new creative freedom!

Posted

Hitting your texture memory guideline in 3 textures isn't a good thing.

standard hl2 textures have bilinear filter (I think thats the correct term), thats why you see the ugly distortion of textures after a certain distance. These specialty textures actually use trilinear filtering so they look sharper and cleaner from distances and odd angles.

If I am not mistaken, bilinear or trilinear filtering is a function of the video card, not the game engine. And I would be very surprised hl2 didn't support the use of that function.

Posted

Ya I figured I got the term wrong, thats what I said.

(I think thats the correct term)

I meant to say HL defaults to using gl_linear_mipmap_nearest. I talked to omega and he told me that he implemented gl_linear_mipmap_linear and gl_linear, plus theres aniso.

I suppose gl programmers would understand that, just means textures filter and look better from far away vs. standard hl filtering. And we use mipmaps.

Posted

I was somewhat right saying flfd uses trilinear filtering. Based on that definition, I knew it had something to do with texture filtering. But to see the nice crisp filtering in flfd you pretty much got to have the mod. It's hard to see in images and/or videos. Looks sweet though.

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