AW! i was excited by the prospect of importing a huge texture into hammer, and texturing large items in one shot, without stretching it. ='(
So the whole point of boosting the max sized is to allow for REALLY high-res textures? (i wonder if this can be applied in any way to the env files, which would be awesome)
I'm gonna try compiling my compo map with vhlt right now, can't wait to see the results!
Edit: Results compiling with VHLT:First, i would like to say i like the vhlt lighting better for most situations. It would be fun using some ironic-looking textures in some rooms, just to see what sort of texture reflections you'd get. =)
Recompiling my unedited final map from C31, here are the resutls:Compile timeFull VIS time was negligible, but RAD took about 20 minutes longer. (i never compiled my map on full vis with the old tools, so i can't make a full-vis time comparison)
The lookMy lighting for this map was originally really shit, so i wasn't expecting vhlt to perform a miracle, but it does a really neat job reflecting colors off other textures as skals said.
The following slideshow shows the original image first, and with vhlt second. (the fade effect from Imageshack relly blows, but it's the only one of 4 you can use, and afaik you have to use one of the effects)
ImgShack SlideshowNotesI had one visual error where i could see outside world that i did not have in the original map, but i don't consider that a big deal.
I did however try an experiment with a second compile, changing all my func_illusionarys(i uses illusionary to cut down on clip budget) to func detail and i didn't really like the results: The map was very dark, took a full extra hour to light, and there were a few more visual dissappearing face errors.
This is not to say i will never use func_detail for goldsource; i will definitely play around with it some more.