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HL2 Map Design Question: Brush or Mesh?


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Posted

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.

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Posted

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

Posted

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 :)

Posted

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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