Tequila Posted September 26, 2004 Report Posted September 26, 2004 Do the "cheap" versions still reflect models? :\ Or are those just a cubemap? -Dranore Cubemaps aren't dynamic, so no, cheap water won't reflect models. Even the fancy water has to be told to reflect models, for performance reasons I presume.
Dranore Posted September 27, 2004 Author Report Posted September 27, 2004 Oneday someone will discover a way to make cheap shiny things. I will kiss his feet. What about specularity? Does Source allow specular maps? -Dranore
zaphod Posted September 27, 2004 Report Posted September 27, 2004 All the other "shiny" stuff in the game is specularity, not reflections, it's uses pre-compiled low resolution cube-maps, and are not expensive at all.
Bic-B@ll Posted September 27, 2004 Report Posted September 27, 2004 it's uses pre-compiled low resolution cube-maps, and are not expensive at all. damn, no one pays attention to zap
zaphod Posted September 27, 2004 Report Posted September 27, 2004 no, valve patented a ground breaking new technology, the tetrahedronmap.
zaphod Posted September 27, 2004 Report Posted September 27, 2004 lets not get into THAT argument again . . .
Bic-B@ll Posted September 27, 2004 Report Posted September 27, 2004 yeah i dont want to make you look like a fool infront of everyone once again
Dranore Posted September 28, 2004 Author Report Posted September 28, 2004 Another question, OT I guess, but it's still Source related. I read that textures need to be powers of 2. Is that an iron-clad rule? If not, what is the effect of breaking the rule? A somewhat related question, lets say you have a 512x512 unit set of brushes. You can either make it one brush with a 2048x2048 texture or 4 brushes with 4 512x512 textures. In that situation, what would be the wiser choice. That's more of a general question has to how Source handles geometry and textures in relation to performance I guess. Thanks again. -Dranore
insta Posted September 28, 2004 Report Posted September 28, 2004 I think I can answer one of those questions ; textures do not need to be in powers of 2, but making them in powers of 2 will make the texture smoother and just look nicer ingame. If you have a texture which isnt in powers of 2, it will look grainy/blurry/crappy ingame, because of how the engine does I hope that helps
Mendasp Posted September 28, 2004 Report Posted September 28, 2004 I think you do need to have them in powers of 2 or it won't even make the texture...
-Stratesiz- Posted September 28, 2004 Report Posted September 28, 2004 Actually in HL1 a fully visible 256x256 texture is 4 polies. Slice 16 "pixels" from each side and you got 1 poly. Will HL2 work the same way? How does this apply to 512x512 textures and so forth? 32? 64? etc?
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