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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

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