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Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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.

Posted

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 :)

Posted

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 :)

I just did, they offered me a job :)

Posted

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.

Posted

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.

Posted

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.

Posted

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.

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