fonfa Posted May 20, 2007 Report Posted May 20, 2007 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
Recommended Posts