Forum posts

Posted 8 years ago2015-12-23 02:30:06 UTC
in Quick Question About 512x512 Textures Post #327849
Ahh.. i see the problem with using high res textures and scaling them down.

In Hammer. If you have lots of walls using scaled down (High Res) textures you end up going over the "AllocBlock" limit.. Hammer says 64 is max and using one flat ground surface with scaled 512x512 image causes the Allock block to go up to 96/64 which causes crash on map start ;/
Posted 8 years ago2015-12-22 00:34:56 UTC
in Quick Question About 512x512 Textures Post #327832
So when you say you hit the "texture memory limit" you mean to say you went pretty crazy with it? Tested it to the max?

And thats good info! Thanks. Some textures would compress nicely to 256 x 1024 visa versa rather than 512x512 :D
Posted 8 years ago2015-12-21 22:00:20 UTC
in Quick Question About 512x512 Textures Post #327830
Currently to make a sorta HD texture for Half Life you can make 512x512 images and scale them down in Hammer editor with Texture editor to make a pretty good looking HDish walls and floors...

But theres gotta be some kind of catch right? Is there a limit on how many 512x512 textures you can have at a time? A .wad size limit? Or something?

I can't find anything on google about this but it would seem like this would of been done long time ago if there was no catch...

Anyone know?
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Do this with a entire map? only use 512x512 and 256x256 images?
Posted 8 years ago2015-12-20 19:50:09 UTC
in Help With My Texture Stretching Issue Post #327827
Actually. The textures i had to convert to .bmp 8bit

MilkShape3d wont process anything else other than that format for Half Life otherwise it would just hang or crash.

But in MilkShape3d it reads the headcrabsheet.bmp (8bit) just fine and applies the texture right in the program but just the finished .mdl product is stretched looking. Theres something im missing and i can't figure it out :S haha

ill get it eventually ;/
Posted 8 years ago2015-12-18 20:06:52 UTC
in Help With My Texture Stretching Issue Post #327806
This is my very first attempt to edit half life models. Im currently trying to get a headcrab from half life 2 onto my zombie head from half life 1. Replacing the crabhead with the newer HL2 one...

But it looks like i have something going on with the image stretching in Half Life Model viewer...

In milkshape3d the texture application looks right. But when converting the .qc file to make .mdl (the final products texture isnt right)

Here is a image to show what i mean.
I could use some help... ive come this far alone and now im officially stuck :/
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