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Subdived 240x240 texture

 
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Saxywolf
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Joined: 23 Sep 2004
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Posted: Thu Sep 23, 2004 9:31 am    Post subject: Subdived 240x240 texture

I'm making a map for dpb, and I used 256x256 textures (all 'Fit') to my bunkers. All the bunker faces were split in 4 no matter how big the bunker. No problem there... it all makes sense, but it's not good enough.

I came across the 240 Subdivide subject... and so I made all the custom textures 240x240. This should have made all the faces single Subdivides while minimizing the resizing needed.

But, most (if not all) faces still had one edge split (seemingly by the VIS Subdivide as it looked like the same style).

So, I tried 128x128 textures all 'Fit', and NONE of the faces were Subdivided. It's amazing how little information there is on this topic and how greatly it affects r_speed. Most maps I've tested seemed like the mappers knew nothing of Subdivide... I didn't until I finally decided to view wireframe. For the past 5 years I was under the impression that Half-Life rendered everything in triangles... apparently I mixed a few quake articles in my readings.

Anyhow, I was wondering if you could explain the phenomenon of the 240x240 'Fit' textures being split in 2?

[sorry bout the e-mail...]


Last edited by Saxywolf on Sun Sep 26, 2004 3:02 am; edited 1 time in total
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Slackiller
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Joined: 22 Aug 2003
Posts: 183
Location: Pa. USA

Posted: Thu Sep 23, 2004 8:17 pm    Post subject:

3d mike has an article on this. check out his site.
http://www.3d-mike.com/mawibsianmethod.htm
Tommy14 has some info on his site
http://www.slackiller.com/tommy14/tex-dimensions.htm
http://www.slackiller.com/tommy14/tutorials.htm
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Saxywolf
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Joined: 23 Sep 2004
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Posted: Thu Sep 23, 2004 9:31 pm    Post subject:

I've already gone over those... he mentions there being discussions about 224 & 240 size textures (I wonder where those conversations are hiding from google), but nothing would lead you to think that VIS would split a 240x240.

Just the opposite in fact.... but here I think is the unexplained key:
Quote:
224x224 or 240x240 texture can keep wpolys low with minimal stretching

Specifically the "minimal stretching"... my 240 textures are actually downsized to 96x128 in many cases. So whats all this mean? It means we apparently need to find those conversations, or ask someone who knew what was going on during those... I duno...
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